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  Warhammer Fantasy Roleplay 
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  WFRP2 Tome of Dragons 
  by Jackdays 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This document is completely unofficial and in no way endorsed by Games Workshop Limited. 
   
  Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, Citadel, 
  Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean 
  One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, 
  Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch 
  logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race 
  insignia, characters, vehicles, locations, units, artefacts, illustrations and images from the Warhammer world are either ®, TM and/or 
  © Copyright Games Workshop Ltd 2000-2016, variably registered in the UK and other countries around the world. Used without 
  permission. No challenge to their status intended. All Rights Reserved to their respective owners. 
   
  
   
   
   
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  Special Thanks & Credits: 
  Information about Warhammer dragons can be found from the Warhammer Fantasy Battle Armybooks. Besides them, also Citadel 
  Journal, Issue 6 (WFB Magazine), WFB: Storm of Magic (WFB Sourcebook), Monstrous Arcanum (WFB Sourcebook) and various other 
  Warhammer Fantasy Roleplay and Black Library novels have provided some knowledge. I’m probably forgetting some fan-products 
  and especially fans that have inspired and provided information for this document. Thank you all. 
   
   
  Table of Contents 
  Special Thanks & Credits: ..........................................................................................................................................................3 
  Table of Contents ......................................................................................................................................................................3 
  CHAPTER I: DRAGON (DRACO, DRAGE, DRAKE, DRAKK, LUNG, WYRM…) ................................................................... 6 
  The Fall of Galrauch, the Gold Drake ........................................................................................................................................7 
  DRAGON LIFE CYCLE ............................................................................................................................................................ 8 
  Hatchling .................................................................................................................................................................... 8 
  Juvenile ....................................................................................................................................................................... 8 
  Adult ........................................................................................................................................................................... 9 
  Old .............................................................................................................................................................................. 9 
  Ancient ....................................................................................................................................................................... 9 
  DRAGON GRAVEYARDS ....................................................................................................................................................... 10 
  The Plain of Bones ...................................................................................................................................................................10 
  ELVES ARE DRAGONS BEST FRIENDS ...................................................................................................................................... 11 
  Story of Dragons by Asur .........................................................................................................................................................11 
  Dragon Mages .......................................................................................................................................................... 11 
  The Dark Elves .......................................................................................................................................................... 12 
  Seraphon - Witch King’s Dragon .............................................................................................................................................12 
  Forest Dragons of Athel Loren.................................................................................................................................. 12 
  CHAPTER II: DRAGON SPECIES ...................................................................................................................................13 
  BLACK DRAGON (NIGHTMARE DRAGON) ............................................................................................................................... 13 
  CARMINE DRAGON (GREAT ENCARMINE DRAGON) .................................................................................................................. 13 
  CHAOS DRAGON (EMPEROR CHAOS DRAGON) ........................................................................................................................ 14 
  EARTH DRAGON (STONE DRAGON) ....................................................................................................................................... 14 
  FIRE DRAGON (DOOMFIRE DRAGON) .................................................................................................................................... 15 
  FOREST DRAGON (VENOM DRAGON) .................................................................................................................................... 15 
  FROST DRAGON (ICE DRAGON) ............................................................................................................................................ 16 
  GOLD DRAGON (LIGHT DRAGON) ......................................................................................................................................... 16 
  MAGMA DRAGON (BRIMSTONE DRAGON) ............................................................................................................................. 17 
  Hadgar, Scourge of the Dark Lands .........................................................................................................................................17 
  SEA DRAGON (GREAT SEA DRAGON)..................................................................................................................................... 18 
  SKELETON DRAGON (BONE DRAGON) ................................................................................................................................... 19 
  SPECTRE DRAGON (GHOST DRAGON) .................................................................................................................................... 19 
  STORM DRAGON (GREAT STORM DRAGON) ........................................................................................................................... 20 
  SWAMP DRAGON (SHADOW DRAGON) ................................................................................................................................. 20 
  WARPFIRE DRAGON (WARPSTORM DRAGON) ........................................................................................................................ 21 
  ZOMBIE DRAGON (CARCASS DRAGON) .................................................................................................................................. 21 
  MIXING SPECIES ................................................................................................................................................................ 22 
  OTHER DRAGON KIN .......................................................................................................................................................... 22 
  CHAPTER III: DRAGON HIDE ARMOUR .......................................................................................................................23 
  
   
   
   
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  SKINNING DRAGON HIDE .................................................................................................................................................... 23 
  VALUE OF HIDE/SCALES ...................................................................................................................................................... 23 
  ABILITIES AND VALUE OF DRAGONARMOUR ............................................................................................................................ 23 
  MAKING THE DRAGONARMOUR ........................................................................................................................................... 24 
  Step I: Enchantment ................................................................................................................................................. 24 
  Step II: Forging the Armour ...................................................................................................................................... 24 
  Step III: Further Enchantments ................................................................................................................................. 24 
  CHAPTER IV: OTHER VALUES OF DRAGON .................................................................................................................25 
  Vampire Bonuses ....................................................................................................................................................................25 
  DRAGON PRODUCTS .......................................................................................................................................................... 26 
  Dragon Blood Poison ................................................................................................................................................ 26 
  Dragonarmour (Full Scale Armour) .......................................................................................................................... 26 
  Sea Dragon Cloak ..................................................................................................................................................... 26 
  Protective Slime ........................................................................................................................................................ 26 
  CHAPTER V: DRAGON GRIMOIRE ...............................................................................................................................27 
  GREATER AWAKENING ....................................................................................................................................................... 27 
  RUNES ............................................................................................................................................................................ 29 
  Master Rune of Dragonbane .................................................................................................................................... 29 
  Rune of Bane (Dragon) ............................................................................................................................................. 29 
  Rune of Dragon Protection ....................................................................................................................................... 30 
  MAGICAL ITEMS & GRIMOIRES ............................................................................................................................................ 31 
  Hagmar Wyrmschlager ............................................................................................................................................................31 
  Dragonhorn of Ulthuan ............................................................................................................................................ 31 
  Fang of Iivakh ........................................................................................................................................................... 31 
  Liber Draconis, the “Tome of Dragons” .................................................................................................................... 31 
  Taal’s Cloak .............................................................................................................................................................. 32 
  Wyrmsting “Drakk Pick” ........................................................................................................................................... 32 
  CHAPTER VI: DRAGON STATS .....................................................................................................................................33 
  DRAGON SENSES ............................................................................................................................................................... 33 
  DRAGON FLIGHT ............................................................................................................................................................... 33 
  SPECIAL TALENTS & TRAITS ................................................................................................................................................. 34 
  Amphibious [Trait] ................................................................................................................................................... 34 
  Aura of Heat [Trait] .................................................................................................................................................. 34 
  Bones [Trait] ............................................................................................................................................................. 34 
  Breath Weapon [Trait] ............................................................................................................................................. 34 
  Chilling Touch - Revised [Trait] ................................................................................................................................. 35 
  Cloud of Flies [Trait] ................................................................................................................................................. 35 
  Dragonarmour [Trait] .............................................................................................................................................. 35 
  Dragon Regeneration [Trait] .................................................................................................................................... 35 
  Ethereal [Trait] ......................................................................................................................................................... 35 
  Explosive Demise [Trait] ........................................................................................................................................... 35 
  Fire-Blooded [Trait] .................................................................................................................................................. 35 
  Hideous Strength [Trait] ........................................................................................................................................... 36 
  Ice-Blooded [Trait] .................................................................................................................................................... 36 
  Inured to Chaos [Trait] ............................................................................................................................................. 36 
  
   
   
   
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  Invisible [Trait] ......................................................................................................................................................... 36 
  Mindless [Trait] ........................................................................................................................................................ 36 
  Natural Magic [Trait] ............................................................................................................................................... 36 
  Not All There [Trait] ................................................................................................................................................. 36 
  Poison Bite [Trait] ..................................................................................................................................................... 36 
  Resistance to Acid [Trait] ......................................................................................................................................... 36 
  Scales [Trait] ............................................................................................................................................................. 36 
  Shambling [Trait] ..................................................................................................................................................... 37 
  Speed of Attack [Trait] ............................................................................................................................................. 37 
  Storm Rage [Trait] .................................................................................................................................................... 37 
  Tail Sweep [Trait] ..................................................................................................................................................... 37 
  Thick Skin [Trait] ....................................................................................................................................................... 37 
  Undead - Revised [Trait] ........................................................................................................................................... 37 
  Unstoppable Blows [Trait] ........................................................................................................................................ 37 
  Warpfire Aura [Trait] ............................................................................................................................................... 38 
  Will of Iron [Trait] ..................................................................................................................................................... 38 
  DRAGON, HATCHLING ........................................................................................................................................................ 39 
  SKELETON DRAGON, HATCHLING .......................................................................................................................................... 40 
  SPECTRE DRAGON, HATCHLING ............................................................................................................................................ 40 
  ZOMBIE DRAGON, HATCHLING ............................................................................................................................................. 41 
  DRAGON, JUVENILE ........................................................................................................................................................... 42 
  SKELETON DRAGON, JUVENILE ............................................................................................................................................. 43 
  SPECTRE DRAGON, JUVENILE ............................................................................................................................................... 44 
  ZOMBIE DRAGON, JUVENILE ................................................................................................................................................ 44 
  DRAGON, ADULT ............................................................................................................................................................... 45 
  SKELETON DRAGON, ADULT ................................................................................................................................................ 46 
  SPECTRE DRAGON, ADULT .................................................................................................................................................. 47 
  ZOMBIE DRAGON, ADULT ................................................................................................................................................... 47 
  DRAGON, OLD .................................................................................................................................................................. 48 
  SKELETON DRAGON, OLD .................................................................................................................................................... 49 
  SPECTRE DRAGON, OLD ...................................................................................................................................................... 50 
  ZOMBIE DRAGON, OLD ...................................................................................................................................................... 50 
  DRAGON, ANCIENT ............................................................................................................................................................ 51 
  SKELETON DRAGON, ANCIENT ............................................................................................................................................. 52 
  SPECTRE DRAGON, ANCIENT ................................................................................................................................................ 53 
  ZOMBIE DRAGON, ANCIENT ................................................................................................................................................ 53 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter I: Dragon (Draco, Drage, Drake, Drakk, Lung, 
  Wyrm…) 
   
  Before the Elves came to the Old World, at the time when the Dwarfs built their splendid cities at the heart of the worlds 
  Edge Mountains, the Dragons were the masters of the forests and the mountain tops. There were very few Humans at all 
  in those days, and the Old World was one huge, wild forest from the Worlds Edge Mountains to the sea. The Dwarfs 
  knew of the Dragons and treated them with respect. Many Dragons were wise and good – indeed, in those days at least, 
  few were evil or hostile. With the changes wrought upon the world by the proliferation of Humanity and the Incursions of 
  Chaos, the Dragons began to decline in numbers and vitality. Then as the world changed also Dragons did. Some turned 
  evil, some to Chaos. And so even these most powerful and mightiest of creatures were corrupted also. 
   
  Today they are a legend in the World. The few Dragons that still exist live in almost perpetual slumber within deep 
  caverns amongst their ancestral nesting places. They are old and tired; few hatchlings have appeared within the last 
  thousand years, and the Dragons that remain may well feel that their time has passed. Some have grown greedy or 
  malicious, and jealously sit atop piles of treasures amassed centuries ago and long forgotten in the outside world. 
   
  Dragons are huge and powerful reptiles with scaly hides. They are all winged quadrupeds, but tend to vary in almost all 
  aspects of appearance (size, colour, even shape). Their body can be from aquatic types (that survive and move well in 
  the water) to more snakelike worms (eastern Dragons are known to be thinner and longer) to normal look with different 
  types of formations covering the mighty scales (ice, rock, fungus…etc.). Dragon scales come with many colours including 
  metals, which are detailed more in this document. Different types (sub-species) of Dragons seem to have certain types of 
  colouring and other characteristics common.  
   
  Most Dragons of old were good and noble, but now surviving ones have become more neutral (or selfish) and even 
  turned to evil and to Chaos, which has corrupted them inside out. These creatures are terrible nemesis against the order. 
  One of the most sinister stories of Dragon corruption is among the Dark Elves who nurtured stolen Dragon eggs from 
  Caledor. Dark Elves used dark spells to corrupt these unborn Dragons and they finally became the deadly and most evil 
  Black Dragons. If that wasn’t enough they also bred new species of Sea Dragon, the twisted Helldrakes. 
   
   
   
   
   
  
   
   
   
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  The Fall of Galrauch, the Gold Drake 
  Text is taken from the WFB: Warriors of Chaos (Warhammer Fantasy Battle sourcebook) 
   
  In the time of Aenarion, when the Elves fought their great wars against the tides of Chaos, the elder race of Dragons 
  fought at their side. These great wyrms were the nemesis of the armies of the Dark Gods, diving from the skies upon 
  the scions of Chaos and crushing or incinerating them in their thousands. The might of the Dragons could only be 
  matched by the greatest of Daemons that had invaded the Elven lands. The epic clashes between these mighty 
  creatures were events of such magnitude that the mortal warriors could only witness them in awe, later recording 
  them as songs and legends that survive to this day. The most renowned of these epic tales tells of a titanic duel 
  where Lord Aenarion and Indraugnir, his Dragon, fought against four Greater Daemons, one sent by each of the Dark 
  Gods. 
   
  During that same battle, Galrauch the Gold Drake was leading the left flank of the Elven host against a vast force of 
  Daemons of Tzeentch. A million points of light reflected from his beautiful gold scales, lit red by the searing flame he 
  poured onto the usurpers below. Great was the slaughter on both sides that day. As the skies turned crimson in the 
  twilight, Galrauch came upon Fateclaw, the bird-headed Lord of Change that coordinated the attacks of the 
  Daemons. Galrauch fell upon the Daemon, determined to exact revenge for his fallen kin. As Galrauch descended 
  from the heavens like an avenging golden thunderbolt, the avian Daemon-thing below did nothing more than bare its 
  teeth in a sinister expression of glee. Galrauch’s great jaws snapped shut around Fateclaw’s head, ripping it clean 
  away in a multicoloured spray of ichor. Within a heartbeat, the broken body of the Greater Daemon had dissolved 
  into a scintillating mist that enveloped the exultant Dragon and sank into his flesh. 
   
  Galrauch, resplendent in victory, flew high into the air, and the Elf warriors below him raised cries of triumph. But their 
  cheers died away when the Dragon’s body became wracked by violent convulsions. The mighty drake froze in mid-
  air, and an evil, iridescent light appeared in its eyes. To their horror, the Dragon turned his fiery breath against the 
  astonished Elves below, but instead of burning them alive the flames brought mutation and madness. The skin of the 
  mighty wyrm flowed like water, and within it evil faces formed, cackling maniacally and singing the praise of 
  Tzeentch. Foul tentacles and wicked spikes emerged from the Dragon’s flesh, and finally the once-noble head of 
  Galrauch split into two all the way down to his neck. Where there was once one head there were now tow. The heads 
  were governed by the same will at first, but soon they started to tear at each other with hatred, a sure sign that the 
  spirit of the great Dragon had not been completely destroyed. The mind of the Lord of Change managed to wrest 
  control of the powerful body once again, but not before the Elves and Dragons had broken the back of the Daemon 
  armies. 
   
  Galrauch withdrew from the lands of mortals and slept for centuries, many times throughout history emerging from 
  his slumber to wreak havoc on the lands of Elves, Dwarfs and Men. Legend has it that he was first of the Dragons of 
  Chaos, and that many were the dark creatures born of his blood and of his evil sorcery. It was Galrauch who 
  slaughtered King Thurgrim Rockarm and all his kin and sacked their ancient halls. It was he who singlehandedly 
  destroyed the city of Languerre de Lac and plunged its ruins into eternal night. Hundreds of noble heroes have tried 
  to slay him, but they have all failed, and their remains hang high in Galrauch’s lair as a testament to the witch-
  dragon’s sorcerous might. 
   
   
   
  
   
   
   
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  Dragon Life Cycle 
  Dragons seem to live forever, but this not actually truth. They do live millenniums, but eventually they can get tired of 
  extremely long life and finally become venerable and die in old age. This is called “Departure”. Also, Dragons commonly 
  enter deep slumber few times during their life and may sleep for centuries. This slows their metabolism and aging. 
  Dragons of Caledor (Ulthuan) are known to be in a deep slumber where they can be awakened only the mages and 
  princes of Caledor, but this is not easy task and may require powerful magic. 
   
  Departure and Venerable Dragons: Dragons (Old or Ancient) that enter Departure state, start to become weaker 
  physically and mentally. They are still huge and powerful creatures, but old age starts to show. Venerable Dragons may 
  start losing their senses and even become demented (as any old human for example). If you want to create stats for 
  Venerable Dragon, just add first -10 penalty to all Main Characteristics. Later this may become even -20. But keep 
  Attacks, Wounds and also Magic Characteristics same. 
  Hatchling 
  Wyrmling (Age: 0+ years old) 
  The Dragon eggs take about century to hatch. For random time roll 4d10+80 years. A newly hatched Dragon emerges 
  from its egg cramped and sodden. After about an hour, it is ready to fly, fight, and reason. It inherits a considerable body 
  of practical knowledge from its parents, though such inherent knowledge often lies buried in the wyrmling’s memory, 
  unnoticed and unused until it is needed. A newly hatched wyrmling almost immediately searches for food. The first meal 
  for a wyrmling left to fend for itself is often the shell from its egg, but many times the parent Dragon is there to provide the 
  food. In Elven lands (both Ulthuan and Naggaroth) this sometimes is someone signed to take care the new-born 
  Dragons. Dragons soon learn to hunt their own food even not guided. Wyrmling left alone to fend itself has only 10% 
  change to die. 
   
  A newly hatched is very small in size (about size of a hawk), smaller than actual Hatchling whose stats are given in this 
  document. Divide the Hatchling Dragons Characteristics by two, if you want newly hatched Wyrmling. But Dragon will 
  grow very fast and in months it will be size of a pony and uses Hatchling stats. Then it will continue grow little slower. It 
  will also find its own lair and starts building territory acting as any older Dragon. 
   
  Hatchlings seem to be too young to understand about the Winds of Magic and manipulating them. They do not learn to 
  handle the magic yet. 
  Juvenile 
  Youngling (Age: 100+ years old) 
  Juvenile Dragons are well on their way to adulthood, even this will take very long time. Dragon is still nowhere near the 
  physical power of an adult, but it does have an adult’s body proportions. 
   
  Some Dragons exhibit the first of their magical powers at this stage learning to manipulate the Winds of Magic. 
   
  Already in this stage of life Dragon may become slumberous and eventually enter deep slumber sleeping decades, even 
  centuries. Even this will slow its growth physically it will still keep growing and more than other stages of its life. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Adult 
  Sun Dragon (Age: 3000+ years old) 
  When Dragon finally enters Adult age, its physical growth begins to slow. Yet its mental capacity keeps rising and it 
  learns more and more skills and possibly magic. Also, Dragon is now ready to mate. To attract a breeding partner 
  Dragon tries to collect huge hoard, so its prospects would be better. 
   
  Adult Dragon are still more hot-headed than elder of their kind. They are aware of their physical and mental power and 
  ready to act if needed. Elves call Adult Dragons as Sun Dragons, in reference to their hot tempers and the rich, warm 
  hue of their scales. To them they are now ready for war (even Juvenile are known to join wars also, they are still more 
  protected). 
   
  Even Dragons are commonly loners that do not trust easily other “lesser” races, it is not unheard that fully-grown Dragon 
  has “collected” group of “servitors”. These are usually lesser races that could be easily intimidated and bribed by the 
  Dragon. Like Greenskins, primitive Humans, Mutants, Lizardmen, even Beastmen (most Dragons do not like creatures of 
  Chaos) and other monsters. Undead could be possible and Dragon may learn Necromancy also, but this is very rare. 
  These servitors are used to guard Dragons domain and also its nest, scout information and even do other tasks for 
  Dragons. 
   
  It is common that in this stage of life Dragon becomes slumberous and eventually enters deep slumber sleeping 
  decades, even centuries. 
  Old 
  Moon Dragon or Great Dragon (Age: 6000+ years old) 
  Old wyrms are truly old and very respected and feared not only by their own kin, but also other races. Old Dragons are 
  very self-confident and become more careful thinking before acting. More selfish Dragons, very aware of their physical 
  and mental strength, can become very arrogant and use this against other “lesser” races. Dragons usually control 
  themselves by entering deep and long slumber for time to time. But it is not uncommon that long life can affect them 
  mentally either turning them mad or drive them to suicide. Elves call Wyrm Dragons as Moon Dragons. Moon Dragons 
  have lived in the time of Aenarion and fought in the wars against the Daemons. Sometimes Old wyrms are also referred 
  as Great Dragons. 
   
  It is very common that in this stage of life Dragon becomes slumberous and eventually enters deep slumber sleeping 
  decades, centuries, even millennium. 
   
  During this stage of Dragons life, it is possible (20%) in every millennium that Dragon just gets tired of its long life and 
  enters Departure stage. In this stage its growth stops and degenerations start. Dragon just starts to become weaker 
  physically and mentally becoming finally venerable. Dragons Departure takes max few hundred years and then Dragon 
  just dies old age. Legend says they will travel to Dragon Graveyard and die there. 
  Ancient 
  Star Dragon or Emperor Dragon (Age: 9000+ years old) 
  Not many Dragons actually survive this long, but those that do, have truly seen the all the history and are mighty 
  creatures physically and mentally. They are so powerful physically that they can battle against the Greater Daemons of 
  Chaos and prevail. They are awed by their own kin and also by other races, which usually cannot even understand the 
  incredible age of these drakes. It is speculated that Dragons can actually live forever and they just die from violence or if 
  they get tired of life. Elves call these oldest and most powerful Dragons as Star Dragons, for they are truly as ancient as 
  the very stars of the firmament. Sometimes Ancient wyrms are also referred as Emperor Dragons. 
   
  It is very common that in this stage of life Dragon becomes slumberous and eventually enters deep slumber sleeping 
  decades, centuries, even millennium. 
   
  During this stage of Dragons life, it is possible (20%) in every century that Dragon just gets tired of its long life and enters 
  Departure stage. Check other details from Old description. 
   
   
   
  
   
   
   
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  Dragon Graveyards 
  Dragon Graveyards are legendary and ancient places where Dragons have come to die for millenniums. Both Dragons 
  that have been mortally wounded and those that have entered Departure and become venerable. These graveyards are 
  usually situated in the places where entering is very difficult, unless you can fly (mountaintops, hidden valleys, middle of 
  deserts, remote islands). Most famous, largest and feared is The Plain of Bones (check below). 
   
  Dragon Graveyards are full of huge Dragons skeletons and bones. Some can be from the ancient times beyond history 
  of any living race. These Dragons were gargantuan compared to the wyrms of current age. With Dragon bodies, there 
  have come huge amounts of valuables swallowed by the Dragons and finally left there when Dragons body rotes away. 
   
  Usually there is one, even few, Spectral Dragons in the graveyard. They have become guardians of the place. But there 
  can also be other Undead drakes resurrected by the Dark Magic (Zombie Dragon or Skeleton Dragon) and living there 
  without any purpose, but hatred against any life. Graveyards are legendary places to find ancient treasures and for the 
  mighty necromancers to find Dragon remains to animate. 
   
  Dragon graveyards have strong presence of magical power and those with Magical Sense (“Witchsight”) can feel this 
  power when they are closing the place. Dragon’s natural magical essence, freed by its death, causes small whirlwind of 
  Aethyr. Make that whirlwind hundred times bigger (or more) and you have Dragon Graveyard. In GM decision Dragon 
  Graveyard, maybe powerful nexus for any magic-use. All the Arcane spell-casters gain +5 bonus in their Casting Rolls in 
  the Dragon Graveyard.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Plain of Bones 
  Text is taken from the WFB: Vampire Counts (Warhammer Fantasy Battle sourcebook) 
   
  North of the Kingdom of the Death, east of the Worlds Edge Mountains, lies the Plain of Bones. The northern and 
  eastern edges of this awful place about the empire of the Chaos Dwarfs where the dread tower of Gorgoth looks out 
  over the Desolation of Azgorh. The southern boundary lies on beaches of poisoned sand along the shores of the Sea 
  of Dread. This is a desert land, despoiled by windblown pollutants carried from the furnaces and factories of the 
  Chaos Dwarf empire and ravaged by centuries of abuse by wandering tribes of Orcs and Goblins. 
   
  The Plain of Bones is a desert of multi-coloured refractive sand from which rear huge rib-cages many times larger 
  than a man. For this is the place where Dragons came to die, to rest their bones amongst those of their ancestors as 
  they had done for millions of years, before any other sentient being walked the world. 
   
  Here lie the bones of the great ancestral Dragons: rib-cages as large as hills mingle with skulls the size of castle 
  towers and leg-bones larger than mighty oak trees. These bones date from the great days of the draconic race. 
  Today’s Dragons are a lesser breed, still incomparably mightier than other races, but mere pygmies compared to 
  their ancestors. 
   
  Here the Dragons of old came to rest. This continued until the time of Nagash the Black. When the Great 
  Necromancer performed his unholy Ritual of Awakening, dark powers entered the monstrous corpses. The frames of 
  the dead Dragons stirred once more and their empty skulls filled with glowing ghost lights as their rotting carcasses 
  began to prowl the Plain of Bones, insane and insatiably hungry for the souls of all living things. When Nagash was 
  defeated, the Dragons returned to their eternal slumber. 
   
   
   
  
   
   
   
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  Elves are Dragons Best Friends 
  Text are taken from the WFB: Dark Elves, WFB: High Elves and WFB: Wood Elves (Warhammer Fantasy Battle 
  sourcebooks) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  On Ulthuan, Dragons are the subject of legends quite different to the terrifying folk tales of the Old World. Without the 
  Dragons of Ulthuan, the High Elves would have been annihilated thousands of years ago. The Dragons are the oldest 
  and greatest allies of the Elves, and the fates of both races are forever intertwined. Within Ulthuan, the realm of Caledor 
  is the home of the Dragons and in ancient days those noble beasts could always be seen riding the thermals of the 
  mountain ranges there. But times have change. Now, in colossal caverns found deep within the Dragonspine Mountains, 
  the Dragons sleep away the centuries. A mysterious languor that began in the earliest years of Tethli’s reign has caused 
  more and more Dragons to enter a slumber from which only the mages and princes of Caledor can wake them. To ride 
  into battle upon the back of a mighty Dragon is an ancient tradition in the realm of Caledor that sings in the blood of the 
  Elves. It has been known for a prince to spend months if not years giving voice to the ancient songs of awakening, 
  pleading with the slumbering form of an ancient Dragon to rouse and aid the Elves of Ulthuan. 
  Dragon Mages 
  The first known Dragon mage was Caelith Firehearth. Born in the last year of Aethis the Poet’s reign, Caelith was little 
  more than a child in the eyes of the High Elves when he claimed one of the famed Sunstaffs from the Caves of Dreaming 
  and awoke the Sun Dragon Rilgaur. 
   
  In every generation since, a handful of Dragon Mages have emerged from the aspirant Mages studying the Winds of 
  Magic at the Tower of Hoeth. They are found among the most impetuous and fiery students, and almost without 
  exception they are of Caledorian descent. Once they begin to study the Lore of Fire, the first of the Lores taught at the 
  Tower, their aggressive and warlike nature becomes even more apparent. Each is plagued by dreams of fire and blood, 
  in which they ride upon Dragons the colour of the setting sun. Soon the only desire of these youths is to seek out their 
  destiny as a Dragon Mage. Indeed, once they have been approved as competent with Fire magic by their tutors at the 
  Tower, they set off on the long journey back to Caledor and the caves below the Dragonspine Mountains. 
   
  To awaken a Dragon from slumber is a process that can take months, or even years, and yet these impetuous Mages 
  from Caledor take to the task as if born to it. No sooner does a Dragon Mage enter the sulphur-clogged caverns below 
  the Dragonspine that the dormant Sun Dragons grow restive. Instinctively, and with no instruction, the Dragon Mage will 
  approach one of the sleeping beasts and call it by name – awakening the Sun Dragon fully. Only a Sun Dragon (or 
  younger) will hear the call of a Dragon Mage and rise for battle – the older and wiser Dragons of the Moon and Stars are 
  not given to such passion and recklessness, awaiting a steadier mind to rouse them. 
  Story of Dragons by Asur 
  Text is taken from the WFB: High Elves (Warhammer Fantasy Battle sourcebook) 
   
  In days long gone there were many Dragons to be seen, riding the thermals of the mountain ranges and fighting 
  alongside the heroes of the age. The largest nests of Dragons were in the mountainous Caledor, and the Asur of that 
  realm were known as Dragon Princes. Rightly so, as they rode these majestic and fearsome creatures to war and 
  vanquished all who opposed them. 
   
  Now the Great Hall of Dragons lies almost silent. It is still filled with great forms of wyrmkind, but all are deep in 
  slumber, the sound of their rasping breath filling the air. When times of danger are upon the Asur of Caledor they try 
  to rouse a few from their sleep, but it is an ever-greater task. “Not in a Dragon’s age” is a common phrase among our 
  people, and it has been many years since more than a handful rode the skies to battle. 
   
  However, when they can be awoken they are terrible to behold. The light catches their glistering scales before they 
  spread their great wings to blot out the sun and light the world with their fiery breath. They are huge and terrifying 
  monsters with a cold, alien intelligence which fills sane folk with dread. 
   
   
   
  
   
   
   
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  The Dark Elves 
  The Dark Elves both covet and hate the Dragons who fight beside the High Elves in equal measure, and Malekith’s 
  followers would willingly butcher every one of Ulthuan’s Dragons just to deny them to their cousins. In the past, raids 
  have been launched against Caledor by Dark Elf Shades, with the intention of stealing unhatched eggs for their depraved 
  masters. Thankfully such attacks are rare and successes are rarer still, but there has success also. 
   
  Like all intelligent creature, Dragons are prone to acts of good or ill depending upon their nature and upbringing. When 
  Malekith began his plotting to usurp the Phoenix Crown, his agents stole Dragon eggs from their nests in Caledor. These 
  were secretly nurtured in Nagarythe by Malekith, and enchanted with dark spells to corrupt the unborn Dragons within. 
  The fiercest Black Dragons from this first clutch was Sulekh, the mount of the Witch King. Since Sulekh’s death at the 
  hands of the High Elves, Sulekh’s children have continued to fight ferociously alongside the Dark Elves, in revenge for 
  their slain ancestor. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Forest Dragons of Athel Loren 
  Nothing dwells in Athel Loren without being changed, and the Forest Dragons are no exception. Like certain groups of 
  Wood Elves, the Dragons have slowly been made over into an aspect of the forest, and can almost no longer be 
  considered beings in their own right, but an extension of the forest’s will to survive and prosper. Though still voracious 
  predators, the Dragons hunt only when the forest has need of them, resting in a state of hibernation the remainder of the 
  time. Should a foe too mighty for Athel Loren’s Tree Spirits intrude upon the sanctity of the wood, the forest will awaken 
  one, or sometimes several, of these great beasts to serve as a steed for a worthy Wood Elven Highborn. Such a counter 
  is as one-sided as it is savage, for few creatures can resist the breath of a Forest Dragon – a cloying green vapour that 
  includes a raging fever in all who breathe it, sapping their will and driving them into a coma from which there is no 
  awakening. Their duty done, and their appetites satisfied by the flesh of the foe, the Dragons then return once more to 
  their silent slumbers until called upon once again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Seraphon - Witch King’s Dragon 
  Text is taken from the White Dwarf (Warhammer Fantasy Battle magazine) 
   
  Seraphon is the terrifying Black Dragon which the Witch King rides to battle. After a band of Shades found a clutch of 
  unguarded eggs, deep within the Spiteful Peak mountain range, Malekith ordered them brought back to Naggarond. 
  There they were ritually tended by the priestesses of Khaine for almost a century until they hatched. Seraphon was 
  the first to emerge, and before the Witch Elves could stop him, he had destroyed many of the other eggs. Malekith 
  was impressed by the Dragon’s ruthless instincts and decided that he would take the Dragon as his own mount. Now 
  the Witch King has abandoned his chariot in favor of Seraphon. 
   
  The few remaining Dragon hatchlings were all given to Malekith’s most favored generals. These nobles have spent 
  many decades training to fight with these monstrous beasts in preparation for the Witch King’s next assault on 
  Ulthuan. 
   
   
   
  
   
   
   
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  Chapter II: Dragon Species 
   
  Dragons can be divided to multiple sub-species that share certain characteristics. Magic type is one of the most 
  common. Colouring, breath weapon, nature… these are all also similar inside sub-species. But, it is also possible that 
  they may learn other types of magic (off course Bright Magic is unheard by Ice Dragons and Ice Magic by Fire 
  Dragons…etc.). This is GM decision. 
   
  Most Common name is given in the headline. After that is most common name for Ancient (usually Emperor Dragon size) 
  Dragon. Under them other names.  
  Black Dragon (Nightmare Dragon) 
  Dark Dragon, Marauder Dragon, Naggaroth Dragon 
   
  Black Dragons were nurtured from the stolen Dragon eggs from Caledor by the Dark Elves. Dark Elves also used Dark 
  Sorcery to corrupt these unborn Dragons. After their birth, they are violently trained to obey. And this tradition finally 
  created the most deadly and nastiest of all the Dragon species. 
   
  Habitat: Mountains, Plains, Tundra, Underground; Cold to Temperate. 
  Range: Eastern Steppes (east), The Land of Chill, New World. 
  Colour: From jet black over bluish black to coal grey. Some scales appear to be dull, some gleam like polished metal. 
  Nature: Maybe nastiest and the most brutal of all the Dragon-kind. All are truly evil, and always ranked amongst the 
  most malevolent of creatures, and most connected to the Dark Elves. 
  Breath Type: Acid, Corrosive Smoke, Fire (rare) 
  Magic: Amethyst Magic (The Lore of Death) or any Dark Lore. 
  Immunities: Add Resistance to Acid or Fire-blooded Trait. 
  Special:  
   
  Add also Warrior Born Talent. Black Dragons are fiercely trained by the Dark Elves to become deadly fighters. 
  Carmine Dragon (Great Encarmine Dragon) 
  Encarmine Dragon, Spectre of Death 
   
  Carmine, or Encarmine Dragons as they are sometimes known to dark legends, are strange and rare beasts even 
  among their storied kind. They are born, it is said according to arcane lore, when a dragon lair in which it is spawned has 
  become saturated by Shyish, the Amethyst Wind of Death, which is gathered and magnified within the hearth and soul of 
  the dragon to be born. 
   
  Habitat: Swamps, Ancient Battle-sites, Ruins, Underground; Any temperature. 
  Range: Any. 
  Colour: From deep ruby red to dark purple so deep as to be almost black. 
  Nature: Sinister, clever and deadly. Drawn to places of death and considered as bad omen and presages disaster. Their 
  wrath is truly terrible to behold. Carmine Dragons rarely submit to an alliance, let alone to be ridden. 
  Breath Type: Coruscating Blast 
  Magic: Amethyst Magic (The Lore of Death). 
  Immunities: Add Resistance to Acid or Fire-blooded Trait. 
  Special:  
   
  Add also Sixth Sense Talent. This gives idea of the strange nature of these “death” dragons.  
   
   
   
   
   
   
   
   
  
   
   
   
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  Chaos Dragon (Emperor Chaos Dragon) 
  Change Dragon (Tzeentch), Corrupted Dragon, Great Horned Dragon (Slaanesh), Nightmare Dragon, Plague 
  Dragon (Nurgle), Skull Dragon (Khorne) 
   
  Once the proud and noble rulers of the skies, now split, changed and corrupted by the forces of change. The terrible 
  Dragons of Chaos are nightmarish and malevolent predators. Wicked creatures that are loyal to the destruction and to 
  the Dark Gods. Even common kind of Chaos Dragon is offspring of another Chaos Dragon, also other Dragon species 
  maybe corrupted, mutated and finally change to become Chaos Dragon. Most powerful of the Champions of Chaos may 
  use these mighty creatures as mounts. Some Chaos Dragons have become Champions of Chaos themselves. 
   
  Habitat: Any. 
  Range: Chaos Wastes, Eastern Steppes, The Land of Chill, Norsca 
  Colour: Anything from original colouring to mixture of any colours. Most commonly scales are mix of coal black, sickly 
  greenish and blue-violet, and blood red. Scales and Dragons body usually becomes corrupted as it ages and more 
  mutations appear. 
  Nature: Chaotic and evil. 
  Breath Type: Acid, Corrosive Smoke, Fire, Poison + possibility for Breath of Change 
  Magic: Chaos Magic. If you have Tome of Corruption (WFRP2 sourcebook) you may choose Dark Lore based on the 
  certain Chaos God (Nurgle, Slaanesh or Tzeentch). 
  Immunities: Add Resistance to Acid or Fire-blooded Trait. 
  Special: 
   
  Chaos Dragon has a number of mutations. Roll 1d10. On a 1-4: 1 mutation; 5-8: 2 mutations; 9-10: 3 mutations. 
  Roll on the tables found from the Old World Bestiary (WFRP2 sourcebook) or more expanded from Tome of 
  Corruption (WFRP2 sourcebook). There is 50% chance that first mutation is Multiple Heads mutation. Most 
  Chaos Dragons has second head. With second head Dragon also gains second Breath Weapon (different than 
  first one). Some Chaos Dragons gain Breath of Change as this extra breath weapon. 
   
  Chaos Dragons may become Champions of Dark Gods gaining Rewards of Chaos. If any of those doesn’t suit 
  Dragon (Chaos Weapon, Chaos Armour, Chaos Steed…etc.) change Reward to corrupting Breath of Change 
  (below). 
  Earth Dragon (Stone Dragon) 
  Land Dragon, Sand Dragon, Stone Dragon 
   
  Earth Dragons are species that have adapted the life on the land and below, in the vast underground caverns of the 
  Under-Empire. They possess the ability of flight, but their sleek bodies are adapted to movement in the ground and in the 
  caves. Earth Dragons like to burrow through the land (or sand) and hide in these caves. They adapt colder climates of 
  high mountains, but also like warmth of hot deserts. And with their strength they can dig even through stone. Earth 
  Dragons are the species that Dwarfs fear most in their deep holds. Some say Shard Dragons are close relatives to Earth 
  Dragons. 
    
  Habitat: Mountains, Deserts, Underground; Temperate to Hot. 
  Range: Araby, Cathay, The Dark Lands, New World, Nippon, Ogre Kingdoms, Old World. 
  Colour: From nuances of dark brown and green to combined black, brown and green to metallic nuances of green and 
  grey. Some have blue colour and can easily be mixed for Storm Dragons. Those who live in the sand deserts have sand 
  coloured, brighter, scales. 
  Nature: Very neutral. If provoked may attack brutally (especially inside their territory), but usually observer and quiet. 
  Yet, they are greedy and like to raid Dwarfen holds for valuables. 
  Breath Type: Acid, Dragon-Bolt, Fire 
  Magic: Gold Magic (The Lore of Metal). 
  Immunities: Add Resistance to Acid, Storm Rage or Fire-blooded Trait. 
  Special: 
   
  Add also Very Strong Talent. Earth Dragons are very strong and with their sharp claws can easily dig through 
  the toughest of materials (even stone).  
   
   
  
   
   
   
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  Fire Dragon (Doomfire Dragon) 
  Red Dragon 
   
  Fiery sky wyrms that have adapted life in the hottest places of the world. Wyrms that souls are as fierce and hot as their 
  magic and Breath Weapon. These wyrms like the high places, but they do not like cold. They look the warm of sun in the 
  mountain cliffs. Fire Dragons may also look for the warm sun in the open places like hot deserts. 
   
  Habitat: Mountains (volcanoes), Deserts; Temperate to Hot. 
  Range: Araby, Cathay, Ind, Old World, Ulthuan. 
  Colour: Different colours of red, usually copper-red. Some older Dragons may even have almost black scales with 
  flaming/glowing red skin between them making magma look. These commonly have rough scales that are stone like. 
  Nature: Neutral and very loyal. Also, very aggressive and hot-tempered (quick to anger), passionate and predatory. They 
  can be very brutal. 
  Breath Type: Fire 
  Magic: Bright Magic (The Lore of Fire). 
  Immunities: Add Fire-blooded Trait. 
  Special: 
   
  Add also Frenzy Talent. Fire Dragons are naturally more fierce and aggressive than most their kin.  
  Forest Dragon (Venom Dragon) 
  Elven Dragon, Green Dragon 
   
  At first thought, it seems incredible that a creature as vast as a Dragon could make its home in the dense forests. Yet, in 
  the deepest forests lurks a distinct species of great sky wyrms who long ago adapted to life amongst the greenwood. 
  Most strangest of these are the Forest Dragons of Athel Loren. Nothing dwells in Athel Loren without being changed, and 
  the Forest Dragons are no exception. Forest Dragons are torpid and somnolent creatures given to slumbering under 
  forest canopies, wound about the gnarled bought of mighty trees. 
   
  Habitat: Forests, Hills, Jungles; Temperate to Hot. 
  Range: Albion, Cathay, Ind, Lustria, Khuresh, Old World, Southlands. 
  Colour: All shades of green to brown and yellow colours of fallen leaves. Scales may have some vegetation (vines, 
  moss…etc.). 
  Nature: Good, but elusive and secretive. Can be brutal if angered. 
  Breath Type: Corrosive Smoke, Fire (rare), Poison 
  Magic: Jade Magic (The Lore of Life). 
  Immunities: Add Resistance to Acid Trait. 
  Special: 
   
  Add also Rover Talent. Forest Dragons learn to move and hide well in the wilderness.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Frost Dragon (Ice Dragon) 
  White Dragon, Winter Dragon 
   
  In the cold and dark north, and in the highest of peaks, lives Dragons that love the coldness found from those places. 
  They are comfortable in the places where most of the races would die for cold. Ice Dragons try to stay above the 
  snowline during the warm summer months, but in the winter, they descent even to the sea level, if it is cold enough. Ice 
  Dragons are known to be seen in the drifting Icebergs on the northern seas. Ice Dragons love Aurora Polaris, which are 
  common sight in the northern winter sky. They seem to be mesmerized by the sight of these lights and gather to watch 
  this phenomenon. 
   
  Habitat: Mountain Peaks (above snowline), Tundra; Cold. 
  Range: Chaos Wastes, Eastern Steppes, Kislev, Norsca, Ogre Kingdoms, Old World, Ulthuan. 
  Colour: Pure white with bluish-white to a white-greyish like sluggish snow. Some have rough ice-looking scales, some 
  more mirror-like gleaming and very polished scales. 
  Nature: Manipulative, cunning and cruel. “Cold as frozen north” is common saying among the people of Kislev and also 
  the Norse, about the Dragons of North. Chill of midwinter given vengenful and scaly form, yet they are slow to anger. 
  Some may become more neutral and have even become loyal steeds for the Elves in their battles against evil and Chaos 
  (even still manipulative and cunning). Very intelligent and like contest of wits and knowledge (riddles). 
  Breath Type: Chill/Frost 
  Magic: Ice Magic (The Lore of Ice), which can be found from Realm of the Ice Queen (WFRP2 sourcebook). 
  Immunities: Add Ice-blooded Trait. 
  Special: 
   
  Add also Very Resilient Talent. Extremely harsh cold climate has made these Dragons very tough.  
  Gold Dragon (Light Dragon) 
  Metallic Dragon 
   
  Legends tell that Gold Dragons were the first of the mighty Dragons. They were the favourites of the Old Ones, those 
  that would not be corrupted. When Chaos finally came, they were the first ones to go to battle next to Elves. And then 
  mightiest of them, Galrauch the Gold Drake, was corrupted by the Chaos and became first of the Dragons of Chaos. Still 
  remaining Gold Dragons are devoted enemies of Chaos and like to watch carefully, but hidden, the affairs of the lesser 
  races. There are stories that Gold Drakes have actually taken part of affairs of “lesser races”, but these are commonly 
  considered just legends and fairy-tales. 
   
  Habitat: Any. 
  Range: Araby, Cathay, Ind, The Mountains of Mourn, Nippon, Old World, Ulthuan. 
  Colour: From magnificent array of golden colours to deep rich corn yellow to metallic orange. Possibly even bronze or 
  copper colouring. Scales are usually gleaming metallic. 
  Nature: Good, wise, noble, but elusive and secretive. Usually tries to hide their presence. Gold Dragons are very 
  intelligent. 
  Breath Type: Corrosive Smoke, Dragon-Bolt, Fire 
  Magic: Light Magic (The Lore of Light). 
  Immunities: Add Resistance to Acid, Storm Rage or Fire-blooded Trait. 
  Special: 
   
  Add both Savvy and Suave Talents. Gold Dragons are more wise and charismatic than most of Dragon kin.  
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Magma Dragon (Brimstone Dragon) 
  Ash Dragon 
   
  Magma Dragons lairs usually found within many volcanic regions of the World, the most prominent of which is the 
  Blackspine Mountain in Naggaroth and the volcanic ranges of the Dark Lands. What they lack in numbers, they make up 
  with juggernaut strength and the ability to hunt down some of the largest predators to roam the land. When on the rare 
  occasions that these Dragons venture out of their volcanic environments, their favored prey are great beast such as 
  Manticore and Chimera, but if food is scare, these Dragons have been known to hunt smaller prey such as Elves and 
  Man, but such prey are thankfully not enough to fill their appetite. 
   
  Habitat: Mountains (volcanoes) volcanic regions; Temperate to Hot. 
  Range: Dark Lands, The Mountains of Mourn, Naggaroth. 
  Colour: Extremely thick obsidian (magma stone-like) scales which radiate a constant glow of white-hot heat. Later age 
  these may turn more grey and lifeless stone. 
  Nature: Most malevolent and reclusive of the Dragon race. They are primordial and ferocious. 
  Breath Type: Fire 
  Magic: Bright Magic (The Lore of Fire). 
  Immunities: Add Fire-blooded Trait. 
  Special: 
   
  Their horrific flames cause extra +2 Damage.  
   
  Dragon Regeneration Trait. 
   
  Aura of Heat Trait. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hadgar, Scourge of the Dark Lands 
  Text is taken from the WFB: Monstrous Arcanum (Warhammer Fantasy Battle sourcebook) 
   
  Hadgar, scourge of the Dark Lands. One of the oldest Dragons to exist in that desolate and polluted wasteland. Once 
  a Fire Dragon, he was taken captive many centuries ago by the Chaos Dwarfs of the Tower of Gorgoth. Binding him 
  securely with chains made from ensorcelled iron, the Sorcerer Lords turned him into a living vessel capable of 
  sustaining possession by Daemon, their experiments undoubtedly a forerunner to those that would eventually create 
  the Chaos Dwarf K’daai. Hadgar eventually escaped his bounds and wreaked a terrible vengeance upon the Chaos 
  Dwarfs, destroying much of the Tower of Gorgoth and its surrounding slave encampment in a ferocious assault. 
   
  The Magma Dragon is rarely seen now, and only ventures forth from his lair below the Ash Ridge Mountains when 
  challenged by some rival beast or summoned to war by mighty wizards. When he does fly forth, the Chaos Dwarf 
  patrols who keep a wary eye on him have observed that his once white hot flesh is now turning in places to grey, 
  lifeless stone. It will be many years before the terrible curse he shares with the sorcerers of that dark race subsumes 
  Hadgar completely, and until then the massive slave caravans replenishing Gorgoth’s still depleted work force 
  continue to stay well clear of his lair. 
   
   
   
  
   
   
   
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  Sea Dragon (Great Sea Dragon) 
  Aquatic Dragon, Helldrake, Sea Serpent 
   
  Legends tell that first Sea Dragon was actually normal Dragon shot down to the sea by the Dark Elves. True or false, but 
  Sea Dragons have mutated to adapt the underwater environment. Sea Dragons spend most of their life in the aquatic 
  environment; even they survive well above water also. Helldrakes are vicious and twisted version of the original Sea 
  Dragons (even very much similar) corrupted by the Dark Elves. Sea Dragons are known for their scream: “Hoog!” 
   
  Habitat: Deep Sea; Cold to Hot. 
  Range: Any sea. Helldrakes are known to live in the Western Ocean. 
  Colour: Colour of sea from all shades of green to all shades of blue, from dark to very light. Other colouring (like red) is 
  possible, but this comes from mixing of sub-species. Some may have more rough scales covered with sea-shells and 
  similar sea plants. 
  Nature: Neutral. Usually very proud, but can be little rush. Some, especially mixed races, became more towards selfish 
  or even evil. Helldrakes are more twisted, nasty and brutal. Truly evil. 
  Breath Type: Corrosive Smoke (Steaming Water) 
  Magic: Sea Magic (The Lore of Manann). And even this is a Divine Lore, use it here as any Arcane Lore. 
  Immunities: Add Resistance to Acid Trait. 
  Special: 
   
  Add also Amphibious Trait. Natural environment is water and Sea Dragon survives well underwater. Most do not 
  have wings anymore, so take Flier Trait away. Again, mixed species offspring may have them.  
   
  Dark Elf Corsairs make their famous Sea Dragon Cloaks from the scales of Sea Dragons and also protective 
  Slime needed to keep these cloaks good (check rules from the Dragon Hide Armour chapter from this same 
  document). 
   
  Twisted and corrupted version of the true Sea Dragons are called Helldrakes. They were originally bred by the 
  Dark Elves with their dark sorcery. Helldrakes (as also some true Sea Dragons) are poisonous and gain Poison 
  Bite Trait. This poison is called Dark Venom and can be cultivated. Details can be found from the Core 
  Rulebook.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Skeleton Dragon (Bone Dragon) 
  Undead Dragon* 
   
  Skeleton Dragons are easiest of Undead Dragons to re-animate. Even they possess least of their former powers, they 
  are still very powerful re-animated servants. 
   
  Far to the south lies the forbidden The Plain of Bones. It is a lifeless desert filled with titanic Skeletons from an earlier 
  age, for there the Dragons of old came to rest when their long lives were coming to an end. Story of Undead Dragons 
  starts from the time of Great Necromancer Nagash the Black. When he performed his unholy Ritual of Awakening, dark 
  powers entered the monstrous corpses of Dragons also. The frames of the dead Dragons stirred once more and their 
  empty skulls filled with glowing ghostlights as their rotting carcasses began to prowl the Plain of Bones, insane and 
  insatiably hungry for souls of all living things. Later only the greatest of the Princes of Undead and Necromancers have 
  been able to awaken one of these huge and terrifying creatures. 
   
  Habitat: Any. 
  Range: Where Restless Dead and powerful necromancers roam. The Plains of Bones. 
  Colour: Bones. 
  Nature: Mindless 
  Breath Type: None 
  Magic: None. 
  Immunities: Undead immunities 
  Special: 
   
  No Dragonarmour can’t be taken from the Skeleton Dragon because they have lost their hide/scales and are 
  just bones. 
   
  Skeleton Dragon doesn’t possess anymore ability to flight, Breath Weapon or magic. A Skeleton Dragons claws 
  and sword-like teeth remain as sharp and deadly as they were in life. 
   
  * Undead like Spectre Dragon and Zombie Dragon. Details and stats for others are also in this document. 
  Spectre Dragon (Ghost Dragon) 
  Spirit Dragon, Undead Dragon* 
   
  It is said that Dragons may also become lost Undead Spirits. Yet, this is very rare. But if their essence remains, trapped 
  in the mortal world for some reason, it becomes Spectre type of spirit entity. 
   
  Spectre Dragons many times guard the places where Dragons go to die – Dragon Graveyards (like The Plain of Bones). 
  Few times their Spirits have also remained where their body has died, like some ancient battlefield. But then there are 
  stories of more vile uses of Dark Magic, where Dragon Spirits have been cursed, by the users of powerful Necromancy, 
  to serve evil. 
   
  Habitat: Any. 
  Range: Where Restless Dead and powerful necromancers roam. The Plains of Bones. 
  Colour: Ghostly spirits. 
  Nature: Angry, evil, but also in some cases neutral, even good. 
  Breath Type: Chilling Breath 
  Magic: None. 
  Immunities: Undead immunities 
  Special! 
   
  No Dragonarmour can be taken from the Spectre Dragon because they are ethereal spirits. 
   
  Spectre Dragon doesn’t possess anymore magical abilities it might have had. Dragon also loses its former 
  Breath Weapon, but gains ability to breath noxious deadly Chilling Breath (this is more of a magical attack 
  similar to Spectre’s Chilling Touch Trait, than physical attack). Also, Spectre Dragons other attacks are powerful 
  Chilling Touches similar to any Spectre. 
   
  * Undead like Skeleton Dragon and Zombie Dragon. Details and stats for others are also in this document. 
  
   
   
   
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  Storm Dragon (Great Storm Dragon) 
  Blue Dragon, Cloud Dragon, Sky Dragon, Lighting Dragon 
   
  True sky wyrms that like to fly and live in the high places where they can easily jump to skies. They also like the storms 
  that “light them up”. Storm Dragons usually gather in the high places during the thunderstorms and fly trying to get hit by 
  the lighting. Storm Dragon will gather their hoard in the caves as any Dragon, but they still rarely stay inside any cave 
  very long preferring outside and the open sky. Scholars have speculated that Storm Drakes are the Dragon kin, which 
  Dragon Ogres are related. Still not even the Elves seem to know the truth about matter. 
   
  Habitat: Mountains, Hills, Plains, Tundra; Cold to Hot. 
  Range: The Dark Lands, The Eastern Steppes, The Mountains of Mourn, New World, Old World, Ulthuan. 
  Colour: Different colours of blue from azure to electric blue. 
  Nature: Neutral, but loyal. Usually very proud, but can be little rush. 
  Breath Type: Dragon-Bolt 
  Magic: Celestial Magic (The Lore of Heavens). 
  Immunities: Add Storm Rage Trait. 
  Special: 
   
  Add also Lighting Reflexes Talent. Storm Dragons are sometimes said to be “As fast as lighting” by the Elves.  
  Swamp Dragon (Shadow Dragon) 
  Black Dragon*, Shadow Dragon** 
   
  It is speculated, that Swamp Dragons are more related to Forest Dragons than Sea Dragons. Yet one might still think 
  them as freshwater Dragons. They are just Dragon species that have adapted living in the wet and humid forested areas, 
  which has mutated their body to suit better for the movement on the water. Even Swamp Dragons survive in the water, 
  as well as Sea Dragon, it probably only spends less than third of its life there. Swamp Dragons also have wings and like 
  to fly as any other species of Dragons. Not all the Swamp Dragons live in the swamps. Some like to stay close to pools 
  of fresh water, like ponds, lakes, rivers. 
   
  Habitat: Swamps/Marshes, Jungle, ponds, lakes, rivers; Temperate to Hot. 
  Range: Albion, Badlands, Ind, Khuresh, Lustria, Old World, Southlands. 
  Colour: From deep bluish black to very dark green. Scales are commonly dull and have different vegetation (fungus, 
  moss…etc.). 
  Nature: Sneaky and cunning. Commonly want to be left alone and live very hermit life. May recruit other swamp 
  creatures to defend the territory (example Trolls). 
  Breath Type: Acid, Corrosive Smoke, Poison 
  Magic: Shadow Magic (The Lore of Shadow). 
  Immunities: Add Resistance to Acid Trait. 
  Special: 
   
  Add also Amphibious Trait. These Dragons survive well underwater and spend much time there. 
   
  * Even Dragons from Naggaroth (see Black Dragon) are called Black Dragons, sometimes also Swamp Dragons are 
  known as Black Dragons. But these are different species. 
  ** Common name for magic using Swamp Dragons, that like to hide themselves with the spells of Shadow Magic, like 
  Shadowcloak, Pall of Darkness, Shroud of Invisibility and Illusion. Many times, those who have faced these Dragons 
  think they are just shadows, if not even ethereal ghosts. 
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Warpfire Dragon (Warpstorm Dragon) 
  Daemon-Dragon 
   
  The fell beasts named by scholars as Warpfire Dragons are hateful and ruinous creatures, albeit thankfully a rare sight in 
  the Old World. Their long, charred-black bodies constantly twitch and shudder as if tormented by unseen blades, and 
  clusters of strange crystals mar their scaled hides. The very air about them throbs with tainted power, and their breath is 
  like no other dragon’s; a coruscating blast of scintillating red-black lightning that can scorch even ethereal spirits and 
  other creatures of magic. The destructive power and twisted form of a Warpfire Dragon is fueled and maintained by 
  devouring pure warpstone. Only the mighty constitution of a dragon could withstand the effects of so much concentrated 
  power without it being torn to pieces, although the violent death of such a creature often leads to a spectacular and 
  explosive end. The scarcity of warpstone often brings a Warpfire Dragon into conflict with the Skaven, and it is with the 
  promise of this immensely powerful material that the most arrogant (or insane) of wizards will seek to strike a bargain 
  with the creature; although it is said that even the legendary Binding Scrolls of Kadon are not enough to fully control such 
  a malign and wicked beast. 
   
  Habitat: Any. 
  Range: Southern Wastes? Any. 
  Colour: Charred-black bodies, with clusters of crystals. Their scales also radiate sickly green light. 
  Nature: Chaotic, evil and destruction. Haunted by the desire find Warpstone. 
  Breath Type: Warpfire Blast 
  Magic: Warp Magic (The Lore of Warp), which can be found from Children of the Horned Rat (WFRP2 sourcebook). 
  Immunities: Mutation 
  Special: 
   
  Remember, tainted scales of Warpfire Dragon cause Dragonarmour radiate similar effect as Warpfire Aura. 
   
  Warpfire Aura Trait. 
   
  Dragon Regeneration Trait. 
   
  Explosive Demise Trait. 
   
  Warpfire Dragons natural weapons are considered to be magical. 
  Zombie Dragon (Carcass Dragon) 
  Death Dragon, Undead Dragon* 
   
  Zombie Dragons can be the powerful steeds of very powerful Necromancers and Vampires. The Zombie Dragon still has 
  some remains of their body left even it is just re-animated servant beast. Very strong Necromantic magic (Greater 
  Necromancy) is needed to re-animate Zombie Dragon. 
   
  See more about the story of Undead Dragons, from the Skeleton Dragon above. 
   
  Habitat: Any. 
  Range: Where Restless Dead and powerful necromancers roam. The Plains of Bones. 
  Colour: Bones and rotting flesh. 
  Nature: Mindless 
  Breath Type: Pestilential Breath 
  Magic: None. 
  Immunities: Undead immunities 
  Special: 
   
  No Dragonarmour can be taken from Zombie Dragon and their scales wither and turn to dust as soon as they 
  are separated from the Zombie Dragon or Dragon is destroyed finally. 
   
  Zombie Dragon doesn’t possess anymore magical abilities it might have. But Dark Magic, that has animated 
  Dragon, also gives great tattered wings that give Flight or Hoverer Trait (GM decision). Dragon also loses its 
  former Breath Weapon, but gains ability to breath noxious deadly Pestilential Breath. Zombie Dragons claws 
  and sword-like teeth remain as sharp and deadly as they were in life. 
   
  * Undead like Skeleton Dragon and Spectre Dragon. Details and stats for others are also in this document. 
   
  
   
   
   
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  Mixing Species 
  If different species of Dragons mate (Undead can’t off course), which is not common, the offspring will take 
  characteristics of either one of the parents. Patch of Dragons hatchlings may be different, some like their mother, some 
  like their father. But interracial mating has caused also, again this is rare, mixing of races and creating Dragons that get 
  some characteristics from both parents. For example, Sea Dragons, do not have wings anymore, but still some have 
  been seen, that do have wings also. This is the results of Sea Dragon and some winged Dragon mating. 
   
  Note that any Dragon may become corrupted by the forces of Chaos and eventually start gaining mutations and 
  becomes Chaos Dragon. These Dragons are not born Chaos Dragons; they are other Dragons turned to Chaos. 
  Other Dragon Kin 
  There are many races that are related to Dragons, but not true Dragons. They are offshoots created by some incident, 
  magic or even Chaos. These include Cloud Dragons (Mistwyrms), Dragon Ogres, Dragon Turtles, Merwyrms, Shard 
  Dragon, Thunder Dragons, Toad Dragons, Wyverns…etc. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter III: Dragon Hide Armour 
   
  Dragon hide is covered with extremely strong scales, that become harder and harder as Dragon ages. These scales are 
  tough, but also very light. Talented armourers may use them to make light, but strong, pieces of armour. But everything 
  starts from skinning the death Dragon. 
  Skinning Dragon Hide 
   
  Dragon must have died maximum 2 days ago or hide is rotting and scales are losing fast their toughness. 
   
  If Dragon is badly damaged (half burn into ashes by some powerful spell…etc.), then full amount of 
  Dragonarmour cannot be harvested (GM decision) because hide/scales are badly damaged. 
   
  The amount of hide/scales is measured by Dragonarmour, which is based on the Dragons age. 
   
  To skin hide/scales you must succeed either hard (-20) Trade (Weaver) Test, challenging (-10) Outdoor 
  Survival Test or Trade (Tanner) Test. 
   
  Two skinning test must be made (not necessarily by same person). Both give half the amount of Dragonarmour 
  that can be harvested from that Dragon. If both tests fail, then skin/scales are ruined for good. 
   
  Successfully skinned scales must “processed” by armourer inside a week or they will corrode and fall to dust. 
  Protective Slime (detailed below) extends this time by protecting the Dragon hide/scales. 
  Value of Hide/Scales 
  One ready, skinned, piece of Dragonarmour (hide/scales) is worth of 50 gc and weighs about 25 Enc. So, amount of ten 
  pieces of Dragonarmour (or hide/scales) is worth of 500 gc and weights 250 Enc. Piece of Dragonarmour (hide/scales) 
  means many smaller scales connected. 
  Abilities and Value of Dragonarmour 
   
  Armour made from Dragon hide/scales is Scale (Medium) Armour. 
   
  The Armour is considered automatically to be Best craftsmanship (halve the Encumbrance value). Also, these 
  light weight scales do not cause the normal penalty to Agility (normal Scale Armour gives -10 penalty), but 
  there is still penalty (-1) to the Movement (if you use Encumbrance system then forget this penalty). 
   
  Dragonamour also gives high resistance to its user against Dragon Breath Attack. User gains +10 bonus to any 
  Test and +2 bonus to Toughness Bonus, against attacks/damage similar than the Dragons Breath Attack, 
  which hide/scales were used. Note that even multiple different types of hide/scales are used to Armour only one 
  resistance must be chosen for Armour. For example, Scale Armour made from the hide/scales of an Ice Dragon 
  gives resistance against cold damage done by magic, creature or even nature. Note that Armour only protects 
  certain location of body. Only Full Armour protects user totally. For example, Ice Dragon Scale Armour 
  mentioned here protects its user against cold weather or larger cold attack (area effect) if full Armour is used. 
  Only part of Armour protects single location against any cold attack giving the bonuses. 
   
  Shields (or Bucklers) made from hide/scales do not give any resistance as described above.    
   
  More details and prices of Scale Armour are given in Old World Armoury (WFRP2 sourcebook), but stats for 
  Dragonarmour can be found also in this document Dragon Products. 
   
  Dragonarmour is considered to be magical and any person with Magical Sense skill will see slight magical aura. 
   
  Price for ready-made of Dragonarmour piece (Scale Armour) is usually x12 times normal price of Scale Armour. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Making the Dragonarmour 
  Making the Dragonarmour is very difficult operation that must be done very soon. Inside a week Dragon hide/scales 
  corrode and fall to dust. There is Protective Slime, which is alchemical mixture and very rare. Details are given below. 
  This mixture is more common among the Dark Elves, but some human Alchemists (Gold Wizards) are known to produce 
  this mixture also. With this mixture scales, can “survive” longer to reach the armourer (or Alchemist) that can shape them 
  into the armour. Making of the Dragonarmour is done in two parts: 
  Step I: Enchantment 
  First, the hide/scales must be enchanted successfully so they won’t corrode anymore. This can be done by Gold Magic 
  or Dwarfen Rune Magic. One possibility, that Dark Elves usually use, is just continue treat the Dragonarmour with 
  Protective Slime, but this can be very expensive in the Old World. 
   
  Gold Magic: With the spell of Transformation of Metal Spell-caster (commonly Gold Wizard or Alchemist) can 
  protect the hide/scales and turn them ready for forging. Spell-caster must succeed on Casting Test and also 
  Very Hard (-30) Channelling Test. This spell affects maximum of 10 pieces of hide/scales. If either one of the 
  tests is failure, then 1d10 pieces of Dragonarmour is lost permanently. Spell-caster may try to cast the spell on 
  any amount of hide/scales from 1 to 10. 
   
  Dwarfen Rune Magic: Runesmith may empower and protect the hide/scales by making Hard (-20) Runecraft 
  Test. This is not easy task and must be done to each and every piece of hide/scale separately. Each test will 
  take an hour and failure means that there is 40% change that piece of hide/scale is corrupted and lost. 
   
  Chaos Magic: It is also possible that twisting Chaos Energies can do the needed Enchantment for the 
  hide/scales. 
  Step II: Forging the Armour 
  After the pieces of hide/scale is enchanted to ready pieces of Dragonarmour, they can be forged into the shape of 
  armour chosen. This is not easy task and requires one of the following tests: Challenging (-10) Armourer Test or Very 
  Hard (-30) Blacksmithing Test. Here are list how much different pieces of normal human sized Armour consumes 
  Dragonarmour: 
   
  Buckler 
   
   
  1/5 piece (halve the encumbrance) 
   
  Scale Coif (Head) 
   
   
  1 piece 
   
  Scale Shirt (Body) 
   
   
  4 pieces 
   
  Sleeved Scale Shirt (Body, Arms) 
   
  6 pieces 
   
  Scale Coat (Body, Legs) 
   
  6 pieces 
   
  Sleeved Scale Coat (Body, Arms, Legs)  
  8 pieces 
   
  Scale Leggins (Legs) 
   
   
  2 pieces 
   
  Shield  
   
   
  1 piece (halve the encumbrance) 
   
  Here is list how much different pieces of normal horse sized Armour consumes Dragonarmour: 
   
  Half Scale Armour 
   
   
  12 pieces 
   
  Full Scale Armour 
   
   
  20 pieces 
  Step III: Further Enchantments 
  When armour is ready, it possible to make further enchantments to it, like adding also Armour Runes. Further powering 
  of Dragonarmour is easier than average material. Subtract 2 from any Casting Rolls or Rune Inscription Numbers. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter IV: Other Values of Dragon 
   
  Because Dragons are naturally very magical and channel the raw energy of Winds of Magic, their bodies are valuable in 
  many strange ways. Here are some uses for their “parts”: 
   
  Blood. Dragon’s blood is poisonous and can be used as effective poison. Details below in the Dragon Products. 
  But it has also other more sinister power in it for the Vampire. Check below Vampire Bonuses. 
   
  Dark Venom. Poisonous Helldrakes produce this poison and it can be cultivated. Rules are given in the Core 
  Rulebook (WFRP2) or Old World Armory (WFRP2 sourcebook). 
   
  Eyes. Can be used also as ingredient for Eye of Beholder (The Lore of Shadow) spell. This can be found from 
  the Realms of Magic (WFRP2 sourcebook). 
   
  Heart. Can be used for Fire Elemental summoning. Rules for Elementals and Elemental magic can be found 
  same site as this document. 
   
  Hoard. Dragons gather huge hoards of treasures. But these are usually hidden deep in their caverns and also 
  protected. Most common resting cavern of Dragon may not even be its main hoard cavern. Dragons are very 
  good to evaluate valuables and recognize magical items, but anything is good for them. They will not waste 
  even copper coin (Dragons are usually very greedy). Biggest Dragon hoards are truly king’s treasures. 
   
  Horns. Elves are known to produce magical Dragonhorns out of small horns of Dragons. This is not easy task 
  and known by the Elves only. 
   
  Scales. Their hide/scales are valuable as Dragonarmour if one knows how to work them. Details above. 
  Dragonarmour is specially very common among the Elves. Parts of scales can be used also as ingredient for 
  Breath Fire (The Lore of Fire) spell. 
   
  Teeth. Can be used for Rebirth in Blood ritual. This can be found from the Night’s Dark Master (WFRP2 
  sourcebook). Also to The Awakening of the Slumbering Earth Dragon ritual. And also as ingredient for 
  Conflagration of Doom (The Lore of Fire) spell. 
   
  Valuables. To aid their digestion Dragons swallow vast amounts of gold and gems. These line their stomach, 
  the grinding action helping to break down the vast meals that Dragons devour. When Dragons die their 
  glittering, carcasses contain a king’s ransom for those bold or fool enough to claim it. Also, Dragons like to 
  gather huge hoards of treasures that they hide in their lairs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vampire Bonuses 
  For Vampires, Night’s Dark Masters, the blood of the Dragon gives special powers unlike any other blood. They are 
  not affected by the poison effects in the blood, but they are affected by the magical power of the blood. Vampires 
  gain following powers from the blood: 
   
  Every time Vampire drinks Dragons blood:  
   
  Vampire becomes filled with unholy power and gains +10 bonus to any Casting Rolls for a week.  
   
  If Vampire kills Dragon drinking all its blood (even this may take weeks): 
   
  Vampire becomes filled with unholy power and gains +10 bonus to any Casting Rolls for a year. 
   
  Vampire becomes free of the thirst of blood for 1d10 x 10 years. If it rolls 10, then this will last forever. 
   
  Vampire is free from two of its Weaknesses for 1d10 x 10 years. If it rolls 10, then this will last forever. 
  Check details from the Night’s Dark Masters (WFRP2 sourcebook). 
   
   
   
  
   
   
   
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  Dragon Products 
  Dragon Blood Poison 
  Every Dragons blood is poisonous. But it has bitter smell and taste (almost sulphur kind), making it difficult to use in 
  foods unless the food is rancid or heavily spiced with garlic or onions. Drinking/Eating Dragon Blood forces the victim to 
  succeed on an Average Toughness Test or die in a number of hours equal his Toughness Bonus suffering all that 
  time in pain. If this test is successful, then victim only suffers 1d10+1 Wounds minus Toughness Bonus. This poison 
  cannot be coated in the weapons, because it dries and loses fast its potency (unlike Dark Venom). 
  Cost: 10gc (Dark Elves, Naggaroth), 20gc (Everywhere else) 
  Market Availability: Scarce (Dark Elves, Naggaroth), Very Rare (Everywhere else) 
  Dragonarmour (Full Scale Armour) 
  Cost: 4320gc 
  Enc.: 260 
  Group: Armour 
  Damage/Armour Points: 3 (AP) 
  Qualities/Protection: Head, Body, Arms, Legs (Protection) 
  Availability: Scarce (Dark Elves, Naggaroth, High Elves, Ulthuan), Very Rare (Everywhere else) 
  Description: Full set of Dragonarmour (Scale). Full set of Dragonarmour also gives magical bonus of +10 to any Test 
  against the elements similar of Dragons Breath Attack, that hide/scales were used for the Armour. Also, it provides +2 
  bonus to Toughness Bonus against any damage caused by same element. Full human-sized Dragonarmour takes 9 
  pieces of hide/scales. Too heavy and cumbersome to be combined with plate or mail. But can be combined with Leather 
  (though not Studded Leather). 
  Special: Considered to be magical. 
  Sea Dragon Cloak 
  Cost: 500gc (Dark Elves), 700gc (Everywhere else) 
  Enc.: 100 
  Group: Armour 
  Damage/Armour Points: 2 (AP) 
  Qualities/Protection: Body (Protection) 
  Availability: Scarce (Dark Elves, Naggaroth), Rare (High Elves, Ulthuan) 
  Description: Dark Elf (Druchii) Corsairs invariably sport a long cloak derived from the skin of a Sea Dragon as a sign of 
  their position in their twisted society. These protective garments count as Medium Armour (basic method), providing 2 
  Armour Points to the Body location (advanced method). Sea Dragon Cloak takes 3 pieces of hide/scales. Sea Dragon 
  Cloaks must be continually treated with a protective slime, unless magically protected. Unprotected and untreated cloaks 
  corrode and fall to dust within a week (8 days) of going untreated. Cloak is considered to be Light Armour and can be 
  combined with other types of armour. 
  Special: Must be treated with Protective Slime or corrode and fall to dust within a week. 
  Protective Slime 
  This is strange alchemical mixture, done from plants found from the sea. This Slime keeps metals from rusting and also 
  protects them otherwise. Dark Elves use this substance to protect their Dragonarmour. One amount of Slime will cover 
  about 10 pieces of Dragonarmour and protect it for a week (8 days). 
  Cost: 10s (Dark Elves, Naggaroth), 1gc (High Elves, Ulthuan), 2gc (Everywhere else) 
  Market Availability: Common (Dark Elves, Naggaroth), Average (High Elves, Ulthuan), Very Rare (Everywhere else) 
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter V: Dragon Grimoire 
   
  Dragon Related Magic, magical items, rituals, runes…etc. 
  Greater Awakening 
  Note! This ritual is expansion on the rules of Greater Necromancy found from the Night’s Dark Masters (WFRP2 
  sourcebook). Ritual detailed here is needed to raise creatures with Slaughter Margin of Impossible, like Dragons. 
  Requirements are similar as found in the rules of Greater Necromancy. One exception to rules in the book is, that all 
  Dragon age-categories, must be raised with this same ritual, even Hatchling. 
   
  Type: Arcane 
  Arcane Language: High Nehekharan 
  Magic: 3 
  XP: 300 
  Ingredients: Remains of the dead creature with Slaughter Margin of Impossible, that is been animated. An ounce of 
  Warpstone for every Wound possessed in life by the creature being animated. 
  Conditions: You must have the Dark Lore (Necromancy) or Dark Lore (Nagash) Talent to perform the ritual. To do the 
  rites of re-animation following skills are needed: Arcane Knowledge (Necromancy), Speak Arcane Language (High 
  Nehekharan) and Read/Write. Ritual must be done all during the night time. Vampire Blood Gift: Mastery Over Flesh, 
  gives bonuses to this ritual. 
  Consequences: If you fail the Casting Roll, the carcass and the Warpstone are consumed permanently. 
  Casting Number: 30 
  Casting Time: 4 hours 
  Description: The ritual brings a deceased greater creature back to un-life. This mighty creature will be Zombie-type of 
  Undead, but may possess some special powers (like if they had Wings, they might still have Flier or Hoverer Trait). 
  Some may have Hideous Strength, Natural Weapons, Pestilential Breath, Scales, Unstoppable Blows, Very Small 
  Attacks…etc. It is GM decision per individual creature. Creature raised in this way will still lose all Intelligence, Will 
  Power, and Fellowship and can never take or fail test based on them (this includes any magical abilities). They also lose 
  any skills, Talents, Traits or other special rules that depend on these attributes. But any other Traits…etc. may remain 
  (again this is GM decision). Also, because creature is Undead, it will gain following penalties and bonuses (due to the 
  inherent weaknesses of dead flesh) to Characteristics and some new Traits as featured in the template below. Creature 
  also gains Frightening Trait or keeps either that or Terrifying Trait if it had either one already. 
   
  Type: Undead (Corporal) 
  Size: Any 
  Habitat: Any 
  Range: Any 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  -1d10** 
  * 
  * 
  * 
  -2d10** 
  - 
  - 
  - 
  Secondary Profile 
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
  -1** 
  * 
  * 
  * 
  -1** 
  0 
  * 
  * 
  Skills: - 
  Talents: - 
  Traits: Cloud of Flies****, Frightening or Terrifying***, Hideous Strength***, Mindless, Natural Weapons, Not All There, 
  Scales***, Shambling, Thick Skin***, Undead, Unstoppable Blows***, Very Small Attack*** 
   
  * These remain same as they were, when creature or person died. Some Characteristics may have bonuses from the 
  Talents or Traits that Undead version will not have, but let those bonuses remain. 
  ** These Characteristics will always be least 5 or 1. 
  *** If creature or person that died had these Traits, they remain. It is GM decision in every case for any special traits will it 
  remain as Zombie. 
  
   
   
   
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  **** Any body smaller than Medium (human-sized) will have so little flies, so they will not bother during fight. Medium 
  sized Zombies are GM decision. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Runes 
   
   
  Master Rune of Dragonbane 
  Note: This rune is another optional version for the Master Rune of Dragon Slaying. This rune is inspired by Felix Jaeger 
  runesword Karaghul from Gotrek and Felix saga stories (various writers). 
  Type/Form: Weapon  
  Ingredients: Iron ore from the lost hold of Karak Azgal, and the blood of a dragon 
  Inscription Number: 35  
  Empowerment: 12  
  Description (Permanent): Any weapon bearing this rune protects its wielder from any dragon breath weapon (no 
  damage) and dragon inflicted fear and terror. Also, all allies within 48 yards (24 squares) gain protection against the fear 
  and terror. Weapon bearing Dragonbane rune also ignores dragons armour (scales) and Toughness Bonus 
  characteristic. When this rune gets close to any dragon it faintly glows. This happens about 1000ft range. Rune can also 
  be inscribed on a missile (bolt, stone, arrow…etc.) and even on bullets shot with gunpowder weapons. Optional Rule: 
  Master Rune can be so powerful, that it’s hate against certain creature type will cause sudden rage (use Frenzy Trait) to 
  wielder of weapon, when creature is 1000ft radius.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 5 
  minutes and for missiles it only lasts one shot. 
   
   
   
  Rune of Bane (Dragon) 
  Type/Form: Weapon 
  Inscription Number: 14  
  Empowerment: 4  
  Description (Permanent): Any weapon bearing this rune gains an extra +4 bonus on damage rolls against Dragons. 
  When rune gets close to its enemy type it will also faintly glow. This happens about 100ft range. Rune can also be 
  inscribed on a missile (bolt, stone, arrow…etc.) and even on bullets shot with gunpowder weapons.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 
  minute, but for missiles it only lasts one shot. 
  Multiple Runes: 
   
  Two Runes: Two Runes of Bane causes' +8 bonus on damage rolls (see above). When rune gets close to its 
  enemy type it will also faintly glow. This happens about 500ft range. 
   
  Three Runes: Three Runes of Bane causes' +12 bonus on damage rolls (see above). When rune gets close to 
  its enemy type it will also faintly glow. This happens about 1000ft range. 
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Rune of Dragon Protection 
  Type/Form: Talismanic 
  Inscription Number: 20  
  Empowerment: 8  
  Description (Permanent): A character bearing an item inscribed with this rune is immune to any Dragon Breath 
  Weapon, including Undead Dragons also.  
  Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for 1 hour. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Magical Items & Grimoires 
  There are many items forged to battle the Dragons, but also from the remains of Dragons (like bones, teeth, horns, 
  scales…etc.). Also, most of them have different legendary tales behind them, and magical abilities. Here are few famous 
  items lost in the history. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dragonhorn of Ulthuan 
  Academic/Common Knowledge: Elves (Average), History (Average) 
  Item Description: Enchanted and beautifully ornamental Dragon Horn. Enc 20. 
  Powers: Enchanted Elven Artefact. When user blows (Full Action) in the horn all friendly persons and creatures (user 
  included) that hear the mighty sound of horn gain Fearless Trait for a duration of one minute. Can be used continuously, 
  but one user may only blow Toughness Bonus times in the horn and must then rest for a minute. 
  History: It is said that Dragon Horns are enchanted by the dying flames of an ancient Fire Dragon. And the sound of 
  horn hardens wavering hearts and strengthens resolve. There are many Dragonhorns among the High Elven armies. But 
  during the battles, through the history, some have been lost and fell in the hands of other races also. 
  Fang of Iivakh 
  Academic/Common Knowledge: Chaos Wastes (Hard), Daemonology (Challenging) 
  Item Description: Cruel looking long spear, which blade is made of long sharp tooth of a Dragon. Tooth glows with awful 
  green energy. Fang of Iivakh is Best Craftsmanship Spear; +5% to WS; Enc 45; Fast, Precise (Chaos Weapon Property). 
  Powers: Chaos Weapon. Spear has following Chaos Weapon Properties: Creature (Dragon), Leadership and Piercing. 
  Details can be found from the Tome of Corruption (WFRP2 sourcebook). 
  History: It was Kurgan warrior Iivakh from the tribe of Hastlings, who went to kill Chaos Dragon to prove himself worthy 
  Champion to Lord Tchar. He succeeded and took one tooth from the Dragon. Later he travelled in the Dark Lands of 
  Chaos Dwarfs. There, this tooth was forged in the mighty spear type weapon by the Dark Dwarfs and blessed by the 
  Lord Tchar. This spear Iivakh named Fang. Iivakh was among the Asavar Kul’s horde, when they attacked Praag, but 
  during this invasion he was killed by the champions of the Old World. After Iivakh’s death, the Fang was taken by another 
  warrior among the Kurgans who knew it was weapon of dark blessing. And the spear was known after this as the Fang of 
  Iivakh. Fang has changed owners many times during the centuries, always finding a suitable Champion. Commonly 
  among the Kurgans or the Norse. 
  Liber Draconis, the “Tome of Dragons” 
  Academic/Common Knowledge: History (Challenging) 
  Item Description: Large iron-bound book written in Classical, Eltharin and Arcane Elf. 
  Powers: Grimoire. Reading this book requires 30 days of careful study. Average Intelligence Test, where each degree 
  subtracts or adds days to that time. After finishing the volume reader may buy Common Knowledge (Dragons) and 
  Common Knowledge (Elves) with 100xp each. If already has these skills may buy skill mastery. 
  History: The original Tome of Dragons was written by a group of High Elven scholars with the help of few Loremasters of 
  Hoeth, during the reign of Caradryel the Peacemaker. It was millenniums later that human scholars got their hands on 
  the copy of this book and with the help of Elven scholar translated the book to Classical. Copies of book are still rare and 
  only in Classical and Elven languages in the Old World. 
   
   
  Hagmar Wyrmschlager 
  Text is taken from the White Dwarf (Warhammer Fantasy Battle magazine) 
   
  A legendary hero who appears in the sagas of Norsca and the Wasteland. He slew a dragon that was laying waste to 
  the Forest of Shadows/Southern Coast of Norsca. Hagmar, son of a blacksmith, volunteered to go and slay the 
  beast. He filled a gutted carcass of a deer with stones and set it to roast. The dragon swallowed the carcass and the 
  stones shattered inside the furnace-hot belly of the dragon, killing it instantly. Hagmar looted the dragon's cave and 
  became rich. He forged several items of note: The Dagger of Hagmar, The Chainmail of Hagmar, the Talisman of 
  Hagmar, and The Buckle of Hagmar. 
   
   
   
  
   
   
   
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  Taal’s Cloak 
  Academic/Common Knowledge: History (Challenging), Theology (Average) 
  Item Description: Simple looking large Black Bear Skin Cloak. Very warm. Enc 15. 
  Powers: Holy Relic. Cloak creates protecting field that shields the user and his/her equipment on any Dragon Breath 
  weapon (including Undead Dragon Breath also). 
  History: It was during the first centuries of Sigmar’s Empire, when great Forest Dragons roamed still in the woods of 
  Empire. A mighty priest of Taal known as Talecht Stronghand started hunt for a Dragon that was terrorizing human 
  villages and ravaging forest. First he had group of tribal warriors with him, but at the end he was alone as Dragon had 
  killed all the others. After the dead of last of his men, Talecht prayed long for Taal. And it is said that Taal himself came 
  to him and blessed his Bear Cloak, so he would be protected against the Dragon. And Talecht did kill the Dragon. His 
  cloak became legend and holy relic. Cloak has been used by many priests of Taal and Rhya, but also some other 
  champions of good. Because it is usually in the possession of wandering characters it is not really known, who owns the 
  Taal’s Cloak any given time. Sometimes it seems to disappear for centuries always surfacing somewhere. Last known 
  sighting for the cloak was with Jade Wizard hundred years ago, but many believe he died during a Beastman raid in the 
  Drakwald. 
  Wyrmsting “Drakk Pick” 
  Academic/Common Knowledge: Dwarfs (Average), History (Hard) 
  Item Description: Beautiful Military Pick with runes and Dragon pictures carved into it. Wyrmsting is Best Craftsmanship 
  Great Pick; Enc 180; +5% to WS; Armour Piercing, Impact, Slow. 
  Powers: Dwarfen Runeweapon. Pick has permanent Master Rune of Dragonbane [NEW]. 
  History: Dwarf annals tell that grim human warrior named Ulfred came to the Dwarf realms wounded in the Imperial Year 
  876. He was healed by the Dwarfs and he remained among them for almost a year. This human was member of 
  unknown tribe, but he was from the Empire of Sigmar. Great Fire Dragon named Furixdrak had destroyed Ulfred’s home 
  village and his family. He had travelled to the mountains to slain this Dragon. It is not written what Ulfred did among his 
  time with the Dwarfs, but so great it was, that famous Dwarf Runesmith Morek Furrowbrow forged rune pick for him. Pick 
  which he could use to hunt the Furixdrak down. In this pick was inscribed the mighty Master Rune of Dragonbane. 
  Legends tell that Ulfred succeeded on killing Furixdrak with the help of Dwarf Slayers, but legend do not tell what 
  happened to his legendary pick, Wyrmsting, after this. And so, it disappeared in the history.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Chapter VI: Dragon Stats 
   
  This chapter details the actual stats of Dragons in different age categories. This meaning their Characteristics, skills, 
  Traits, Talents, combat abilities, Breath Weapon damages and also other information. 
  Dragon Senses 
  Dragon has, like any predatory creature, acute senses. These senses become even better as a Dragon grows and ages, 
  mostly because a Dragon’s mind becomes ever more perceptive as the centuries pass. Only when Dragon enters 
  Departure state and becomes Venerable its senses lose their touch. Venerable Dragons may become almost blind or 
  deaf. 
   
  Dragons have vision superbly adapted to hunting. They enjoy excellent depth perception, which allows them to judge 
  distances with great accuracy, and they have outstanding peripheral vision as well. Dragon eyes adapt quickly to harsh 
  light and glare. A Dragon can stare at the sun on a clear summer day and suffer no loss of vision. Birds of Prey can 
  perform similar visual feats, but often have poor night vision. Dragons have perfect Night Vision and see in the dim light 
  as well as they can in sunlight. Dragons can even see with no light at all. 
   
  A Dragon’s sense of smell and taste are nearly as well developed as its vision. This refined sense of smell is only partly 
  dependent on the Dragon’s sensitive nose; it also uses its forked tongue to sample the air, just as a snake does. 
  Dragons can note the slightest variations in the taste of water or food. 
   
  Dragon’s hearing is very similar as humans. They can recognize important sounds for what they are and filter out 
  background noise and focus on significant sounds. 
   
  Because Dragons heightened senses and its Magical Sense, Dragons can more easily sense things that are not seen by 
  normal vision (Ghosts, persons hidden by magic, Illusions…etc.). If there are penalties to sense unseen creature you 
  should divide these penalties to half. 
  Dragon Flight 
  Even there is speculation that Dragon’s ability to fly is partly magical, truth is that they truly can fly. A Dragon weight 
  much less than a terrestrial creature of the same size and its muscles are exceptionally strong, giving the Dragon’s wings 
  enough power to lift the Dragon into the air. In air Dragons are very fast fliers. A Dragon’s biggest problem in flight is just 
  getting aloft. 
   
  Even older Dragon become slower and less agile they are still masters of skies, when they fly. If any manoeuvrability 
  tests in the air is needed and based on the Agility Characteristic give following bonuses: 
   
  Hatchling +0% 
   
  Juvenile +20% 
   
  Adult +30% 
   
  Old +40% 
   
  Ancient +50% 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Special Talents & Traits 
  Following traits are used in this document. 
  Amphibious [Trait] 
  Description: Amphibious creatures are suited for life in and out of water. They can either breathe underwater or hold 
  their breath for sufficiently long periods that, as far as the rules are concerned, they cannot drown. Further, they may 
  take actions as normal while underwater, and do not halve their statistics (including Movement) while swimming. 
  Aura of Heat [Trait] 
  Description: The creature radiates extremely strong heat. Touching it skin may even cause damage (half Toughness 
  Bonus). This distraction causes fatigue, tears and even burns, anyone in melee combat with this creature and they take a 
  -10 to all the skill tests and -2 penalty to any Casting Rolls. 
  Bones [Trait] 
  Description: Because there is no meat (or anything else) around the skeleton it is actually harder to hit skeleton. Most 
  missiles, the small ones (arrows, bolts, bullets, sling stones…etc.) have -10% penalty to hit (they just go easier through 
  the skeleton). 
  Breath Weapon [Trait] 
  Description: A creature can breathe deadly breath as a full action. This can be done every 1d5 rounds (or every second 
  round. GM decision) and creature usually uses it as first attack. This attack ignores any armour points. The Breath attack 
  hits automatically, yet it can be dodged (difficulty varies from the size, check below Size of the Breath Attack), but not 
  parried. Breath Weapon may be in various types, which will feature the actual damage and even cause extra damage 
  which is featured in the creatures’ template. Also, Breath Weapons size depends on the size of the creature, this is 
  mentioned in the creatures’ template, but here is comparison table and difficulty to avoid attack. 
  Avoiding a Breath Attack: 
   
  Gigantic: Victims are extremely small (under one tenth in size or 10%) compared to the attacker. Also, the 
  Breath Weapon is large and very difficult to avoid. Make Very Hard (-30) Dodge Test. Victims also take 
  possible extra damage to every Hit Location. Example Medium (Human, Dwarf) compared to Gigantic (Dragon, 
  Giant, Hydra) creature. 
   
  Huge: Victims are very small (less than one fourth or 25%) compared to the attacker. Also, the Breath Weapon 
  is large and very difficult to avoid. Make Hard (-20) Dodge Test. Victims also take possible extra damage to 
  every Hit Location. Example Medium (Human, Dwarf) compared to Huge (Griffon, Manticore, Wyvern) creature. 
   
  Very Large: Victims are small (less than half or 50%) compared to the attacker. Also, the Breath Weapon is 
  large and very difficult to avoid. Make Challenging (-10) Dodge Test. Victims also take possible extra damage 
  to four different Hit Locations. Example Medium (Human, Dwarf) compared to Very Large (Ogre, Rat Ogre, 
  Troll) creature. 
   
  Large: Victims are smaller (from 90% to 50%) compared to the attacker. Also, the Breath Weapon is large and 
  very difficult to avoid. Make Average Dodge Test. Victims also take possible extra damage to two different Hit 
  Locations. Example Medium (Human, Dwarf) compared to Large (Black Orc, Centigor, Minotaur) creature. 
   
  Average or Smaller: Victims are about same sized, or larger, compared to the attacker. Also, that is why the 
  Breath Weapon is smaller and easier to avoid. Make Average Dodge Test. Victims will take possible extra 
  damage to one Hit Location. 
  Size of the Breath Attack (Templates found originally from the Core Rulebook): 
   
  Huge Cone: 24 yards (12 squares) long and roughly 2-yard-wide at its starting point and 10 yards’ widest point. 
   
  Average Cone: 16 yards (8 squares) long and roughly 1 yard wide at its starting point and 5 yards’ widest point. 
   
  Small Cone: 8 yards (4 squares) long and roughly 1 yard wide at its starting point and 4 yards’ widest point. 
   
  Huge Explosion Circle: 14 yards (7 squares) diameter. Up to 20 yards (10 squares) away. 
   
  Large Explosion Circle: 10 yards (5 squares) diameter. Up to 16 yards (8 squares) away. 
   
  Small Explosion Circle: 6 yards (3 squares) diameter. Up to 10 yards (5 squares) away. 
  Critical Hit from Breath Weapon: 
  If Breath Weapon causes Critical Hit to a limb, then roll Sudden Death is the limb lost (burned, amputated because 
  frostbite, corrupted by poisonous or toxic fumes…etc.). If the hit is to the Head or Body, roll Sudden Death. Failure 
  means that character dies. In the case of Poison Breath this causes automatic coma. In either case Fate Point, can be 
  used. 
  
   
   
   
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  Chilling Touch - Revised [Trait] 
  Description: Unlike most Spirits, a Spectre can injure an opponent with its touch alone. This causes same Damage as 
  creatures or persons Strength Bonus. Attack ignores all Armour Points (including natural Armour); it can be dodged, but 
  not parried. Furthermore, a Spectre that hits its opponent also paralyzes him with horror for 1 round unless a successful 
  Average Will Power Test is made. This paralysis effect applies whether or not the Spectre’s touch inflicts any damage. 
  Paralyzed characters can take no actions and are considered to be helpless. A Spectre must become visible for the 
  round to use this ability. 
  Cloud of Flies [Trait] 
  Description: The creature is constantly surrounded by a black cloud of flies that buzz incessantly. When fighting, the 
  cloud flies into the eyes, mouth, and nostrils of their opponents. This terrible distraction causes anyone in melee combat 
  with this creature to take a -10 to their Weapon Skill. 
  Dragonarmour [Trait] 
  Description: Some master Armourers, Runesmiths and Gold Wizards (Alchemists) can create masterful scale-armours 
  from Dragon hide. Check rules from the Dragon Hide Armour chapter from this same document. Dragon hide/scales are 
  hard, but light in weight. Most of these scales are too large, but there are some amounts of smaller scales also. Different 
  sizes of Dragons produce different amount of scales:  
   
  Ancient 20 
   
  Old 16 
   
  Adult 12 
   
  Juvenile 8 
   
  Wyrmling 4  
  Note: It is GM decision how much armour is actually available if Dragon is killed based on the damage done to the 
  Dragon. 
  Dragon Regeneration [Trait] 
  Description: At the start of its turn the creature regenerates 1d10 Wounds, until it dies. 
  Ethereal [Trait] 
  Description: An ethereal creature is insubstantial and weightless. It can pass through solid objects, including walls and 
  doors. Note that this does not give any ability to see through solid objects, only pass through them. An ethereal creature 
  partially hidden inside an object gains a +30% bonus on Concealment Tests. An ethereal creature that wishes to be 
  completely silent doesn’t need to make Silent Move Tests. An ethereal creature is also immune to normal weapons, 
  which simply pass through its body as if it wasn’t there. Daemons, spells, other ethereal creatures, and an opponent 
  armed with magic weapons may all injure ethereal normally. An ethereal creature can’t normally affect the mortal world, 
  and thus can’t damage non-ethereal opponents unless it has a suitable special Trait or Talent. 
  Explosive Demise [Trait] 
  Description: When a creature is finally killed it suddenly explodes. This causes great blast of magical energy. This 
  explosion causes creatures Toughness Bonus of damage. Armour doesn’t protect against the explosion and it cannot be 
  Dodged or Parried. 
  Size of the Explosion (Templates found originally from the Core Rulebook): 
   
  Ancient & Old: Huge Explosion Circle: 14 yards (7 squares) diameter. Up to 20 yards (10 squares) away. 
   
  Adult & Juvenile: Large Explosion Circle: 10 yards (5 squares) diameter. Up to 16 yards (8 squares) away. 
   
  Hatching: Small Explosion Circle: 6 yards (3 squares) diameter. Up to 10 yards (5 squares) away. 
  Fire-Blooded [Trait] 
  Description: A creature with this trait is very resistant to any effects from heat or fire. It will not suffer on any effects of 
  heat (fatigue, thirst, uncomfortable feeling…), and actually feels home in warm (or hot) environment. Also, it is immune to 
  most heat damage and subtracts 10 points on any fire-based attacks (this doesn’t include Toughness Bonus). As for a 
  rule creature is not affect by any normal fire (even large ones), exception extreme, like lava. But creature can be affected 
  by magically created fire even highly resistant to that too (subtract those extra 10 points). 
   
   
  
   
   
   
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  Hideous Strength [Trait] 
  Description: All the attacks done by these creatures count as having the Armour Piercing and Impact Qualities. 
  Ice-Blooded [Trait] 
  Description: A creature with this trait is so at home with the frozen north that they are immune to any effects from cold, 
  including magically created cold effects. 
  Inured to Chaos [Trait] 
  Description: If you have a mutation, you gain a +10% bonus to tests made to resist gaining additional mutations. 
  Invisible [Trait] 
  Description: A Spirit can become invisible as a free action. While invisible, a Spirit can’t be targeted with ranged attacks, 
  including magic missiles. Because they are ethereal and silent, they also can’t be attacked in melee. 
  Mindless [Trait] 
  Description: These creatures are animated with no mind or spirit of their own. They have no Intelligence, Will Power, 
  or Fellowship, and can never take or fail Tests based on these Characteristics. 
  Natural Magic [Trait] 
  Description: Some rare creatures are just naturally extremely sensitive to the Winds of Magic and can easily, or with 
  little help, learn the full use of magic. They get automatically Channelling and Magical Sense skills, as also Aethyric 
  Attunement talent. Any other magical skills or talents must be learned and bought separately. Creatures with Natural 
  Magic trait may buy their Magic Characteristic up to 4. They may also buy Petty Magic, Lesser Magic, Lore and Rituals 
  (these must be bought in right order, first one Petty Magic, then Lore…etc.). Petty Magic, Lesser Magic and Lore spells 
  can be learned without the skills Speak Arcane Language or Academic Knowledge (Magic), because creature can 
  basically learn just to manipulate the winds directly, rather than learn basics of some spells from some magical tomes. 
  Rituals are created effects that usually need Speak Arcane Language. Creature can still learn these skills if it so chooses 
  and also Rituals. It is GM decision how fast can Naturally Magical creature actually can learn to manipulate the winds, 
  what magic it may learn, and even the extend of creatures learning (GM may rule that this kind of creature will never 
  learn to use more than Petty Magic). 
   
  Note: Some creatures like this may still never learn the use of magic. Yet, they are very sensitive to it, even never wield 
  the magic themselves. Also, this Special Trait should be extremely rare ability, and this level of natural magical use can 
  never be used by most of the humanoid races inhabiting the Warhammer World. 
  Not All There [Trait] 
  Description: The creature is incomplete or does not have a normal anatomy. Use rules for Sudden Death Critical Hits to 
  see if the Undead just collapses. But if you want to use variant Criticals, then check hit location also before the Sudden 
  Death. If it is Head or Body, then Undead just collapses. If it Arm or Leg, then Undead loses that limb. 
  Poison Bite [Trait] 
  Description: The creatures’ saliva is powerfully toxic. This poison causes almost electric jolts of raw agony coursing 
  through the victim’s body. An attack that deals at least 1 Wound deals 6 additional Wounds unless the target succeeds 
  on an Average Toughness Test. 
  Resistance to Acid [Trait] 
  Description: A creature hide is naturally resistant to the acid and poisonous toxins and corrosive (or acidic) fumes/gas. 
  These creatures are totally immune to any effects from acid (or corrosive toxins), including magically created ones. They 
  also gain a +20% bonus on Toughness Tests to resist any poison (or poisonous gas). 
  Scales [Trait] 
  Description: The creature has tough scales that protect it like armour. This trait provides the creature with a number of 
  Armour Points on all locations equal to the number noted in parenthesis. 
  
   
   
   
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  Shambling [Trait] 
  Description: Skeletons are relentless but slow. They cannot take the run action. 
  Speed of Attack [Trait] 
  Description: The creature has so many ways to attack – teeth, claws, tail even wings – that it can attack twice with the 
  standard attack action instead of the normal once. 
  Storm Rage [Trait] 
  Description: The creature is immune to all lighting and electrical attack, magical or otherwise. If the creature is hit with 
  such an attack it gains +10% to its Strength and +1 Attack Characteristics for 1d10 rounds. Multiple exposures to these 
  attacks increase the duration of these bonuses. 
  Tail Sweep [Trait] 
  Description: A creature with long, agile and powerful tail can use it for a Sweep attack. This attack does lesser damage, 
  but knocks smaller enemies off their feet (even throws them for a short distance). Sweep attack is a full action. Sweep 
  causes -2 to normal Damage, but victims are thrown to ground and loose next round. If Sweep hits victims head, then it 
  causes same effect as Strike to Stun Talent. 
  Size of the Tail Sweep Attack: 
   
  Gigantic: Victims are extremely small (under one tenth in size or 10%) compared to the attacker. Sweep is very 
  wide and very difficult to avoid. It hits 1d10 enemies. Make Challenging (-10) Dodge Test or Very Hard (-30) 
  Agility Test to avoid. Victims are thrown 2d10 yards. Example Medium (Human, Dwarf) compared to Gigantic 
  (Dragon, Giant, Hydra) creature. 
   
  Huge: Victims are very small (less than one fourth or 25%) compared to the attacker. Sweep is wide and difficult 
  to avoid. It hits 1d10/2 enemies. Make Average Dodge Test or Hard (-20) Agility Test to avoid. Victims are 
  thrown 1d10 yards. Example Medium (Human, Dwarf) compared to Huge (Griffon, Manticore, Wyvern) creature. 
   
  Very Large: Victims are small (less than half or 50%) compared to the attacker. Sweep is challenging to avoid. It 
  hits 1d10/3 enemies. Make Routine (+10) Dodge Test or Challenging (-10) Agility Test to avoid. Example 
  Medium (Human, Dwarf) compared to Very Large (Ogre, Rat Ogre, Troll) creature. 
   
  Large: Victims are smaller (from 90% to 50%) compared to the attacker. It hits 1 enemy. Make Easy (+20) 
  Dodge Test or Average Agility Test to avoid. Example Medium (Human, Dwarf) compared to Large (Black 
  Orc, Centigor, Minotaur) creature. 
   
  Average or Smaller: Victims are about same sized, or larger, compared to the attacker. It hits 1 enemy. Make 
  Very Easy (+30) Dodge Test or Easy (+10) Agility Test to avoid. 
  Thick Skin [Trait] 
  Description: Due to their unusually thick skin, reduce the Critical Values of Critical Hits against them by 1. 
  Undead - Revised [Trait] 
  Description: You are a creature of undeath, hideously reanimated by necromantic magic. You are immune to Fear, 
  Terror, stunning, poison, disease, suffocation/drowning and all spells, skills, and effects that involve the manipulation of 
  emotions and the mind. Also, undead missing all or most of their insides (skeletons, zombies or ethereal) see without 
  eyes. They “feel” the living and surroundings in a about 100ft range. Most of these undead cannot speak, because they 
  do not have working lungs, tongues…etc. But it is possible that the spirit, keeping the remains alive, may speak 
  depending on magic used to create the Undead. 
  Unstoppable Blows [Trait] 
  Description: A creature with this Trait is so large and strong that its attacks are incredibly difficult to parry. Opponents 
  take a -30 penalty to parry attempts. 
   
   
   
   
   
   
   
  
   
   
   
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  Warpfire Aura [Trait] 
  Description: A baleful radiation that can kill by mere proximity, and distorts and deranges the flow of the Winds of Magic 
  in its vicinity. Causes following effects in a melee range: 
   
  Any creature must make Average Toughness Test or suffer 1d10/2 Wounds. Armour doesn’t protect and this 
  damage cannot be Dodged or Parried. 
   
  Any creature that is damaged, must also make Routine (+10) Toughness Test or gain mutation. 
   
  Any creature doing Casting Roll, must roll extra d10 die, which only counts for Tzeentch Curse. 
  Will of Iron [Trait] 
  Description: A creature with this Trait is immune to fear and terror, as well as the effects of the Intimidate skill and the 
  Unsettling Talent. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Dragon, Hatchling 
  Type: Monster 
  Size: Large (Black Orc, Centigor, Minotaur…) 
  - Dragon, Hatchling Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  44 
  0 
  35 (3) 
  38 (3) 
  60 
  42 
  59 
  19 
  Skills: Channelling (WP), Common Knowledge (Dragons, Dwarfs, Elves, Any one (Int), Concealment (Ag), Dodge Blow 
  (Ag), Evaluate (Int +10), Follow Trail (Int), Intimidate (S), Magical Sense (WP), Navigation (Int), Outdoor Survival (Int), 
  Perception (Int), Scale Sheer Surfaces (S), Search (Int), Silent Move (Ag), Speak Arcane Language (Any one) (Int), 
  Speak Language (Any two) (Int), Swim (S) 
  Talents: Aethyric Attunement, Orientation, Resistance to Disease, Resistance to Poison, Strike Mighty Blow*, Strike to 
  Injure**, Strike to Stun, Strong-minded 
  Traits: Breath Attack (various), Dragonarmour, Excellent Vision, Flier, Frightening, Inured to Chaos, Keen Senses, 
  Natural Magic, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Night Vision, Scales (2), Speed of Attack, Thick 
  Skin***, Will of Iron 
   
  Combat 
  Attacks: 3; Movement: 4 / Swim 2 or 4 (Amphibious) / Fly 8; Wounds: 25 
  Magic: 0 
  Armour: Natural Scales (Head 2, Arms/Legs 2, Body 2, Legs 2, Wings 2; CV-1***) 
  Weapons: Natural Weapons (1d10+4*; CV+1**), Breath Attack (1d10+Damage below; Special), Tail Sweep (1d10+2*; 
  CV+1**; Special) 
  Slaughter Margin: Hard 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. Type of Breath Attack is based on the type of Dragon. 
   
  Acid: Extremely corrosive burst of burning acid. Acid burns and scars pale skin and burns bodily hair. Also, it is 
  deadly to most materials (not including magical items). Uses Small Cone template. Causes Damage 2 hit and 
  after that Damage 1 hit for 3 rounds. 
   
  Breath of Change: Deadly burst of sickly green vapour. Effect is very similar as Warpstone and corrupts any 
  living creature. Uses Small Cone template. Breath of Change doesn’t cause Damage, but victim must make 
  Easy (+20) Toughness Test or gain mutation. Dragon may choose to use this or it’s normal Breath Weapon. 
   
  Chill/Frost: A burst of milky white sub-zero mist filled with tiny fragments of solid ice. This easily causes cold 
  damage including even deadly frostbites. Metal is dangerous when it becomes too cold and touched by bare 
  skin. Also, some materials may suffer from extreme cold. Everyone affected also must make Easy (+20) 
  Toughness Test or they are frozen. This causes anyone to move slowly. First round they cannot do anything. 
  Then following 1D5 rounds this causes -10 to all actions. Uses Small Cone template. Causes Damage 2. 
   
  Corrosive Smoke: Cloud type burst of sulphurous, corrosive fumes (acidic gas). Victims get extremely painfully 
  blisters that may even leave scarring. Everyone affected also must make Easy (+20) Toughness Test or they 
  have -10 penalty to all actions for 1D5 rounds, because they are partly blinded by tears and choking the fumes. 
  Uses Small Explosion Circle template. Causes Damage 3. 
   
  Coruscating Blast: Sorcerous blast of powerful Amethyst magic capable of withering metal and rendering flesh 
  to dust as if millennia had passed in mere seconds. Blast hits only one opponent within 36 yards (18 squares) 
  front of the creature. Any non-magical metal items have 10% (5% Good Craftsmanship, 1% Best 
  Craftsmanship) chance to become rusted and Poor Craftsmanship (those that are Poor Craftsmanship are 
  withered to pieces). Causes Damage 3. 
   
  Dragon-Bolt: Large lightning bolt of energy. Victim can be scarred by burning electricity and parts of their bodily 
  hair may burn away. Extreme amount of metal (metal armour) adds extra 2 points to Damage. Leaping energy 
  hits only one opponent within 36 yards (18 squares) front of the creature. Causes Damage 4. 
   
  Fire: Extremely hot burst of fire and smoke. Fire burns and scars skin and burns bodily hair. Also, flammable 
  materials may catch fire. Core Rulebook tells more about fire damage. Most flammable materials may catch fire. 
  Uses Small Cone template. Causes Damage 3. 
  
   
   
   
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   
  Poison: a cloying corrosive green vapour that includes a raging fever in all who breathe it, sapping their will and 
  driving them into a coma from which there is no awakening. Uses Small Explosion Circle template. The victim 
  must succeed on an Easy (+20) Toughness Test or gain similar feverish disease as Weevil Cough (Core 
  Rulebook). If this happens victim must make second Routine (+10) Toughness Test or fall into a coma. From 
  Coma, only a powerful healing magic can wake victim. For example, Shallya spell Cure Insanity. Causes 
  Damage 1. 
   
  Warpfire Blast: Destructive energy of a Warpfire unleashed. Uses Small Explosion Circle template. Causes 
  Damage 1. Also, victim must make Very Easy (+30) Toughness Test or gain mutation. 
   
  Skeleton Dragon, Hatchling 
  Type: Undead (Corporal) 
  Size: Large (Black Orc, Centigor, Minotaur…) 
  - Skeleton Dragon, Hatchling Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  30 
  0 
  40 (4) 
  40 (4) 
  25 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Bones, Frightening, Mindless, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Not All There, Shambling, 
  Undead 
   
  Combat 
  Attacks: 1; Movement: 3; Wounds: 16 
  Armour: - (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Natural Weapons (1d10+4), Tail Sweep (1d10+2; Special) 
  Slaughter Margin: Average 
   
  Spectre Dragon, Hatchling 
  Type: Undead (Ethereal) 
  Size: Large (Black Orc, Centigor, Minotaur…) 
  - Spectre Dragon, Hatchling Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  44 
  0 
  35 (3) 
  38 (3) 
  60 
  32 
  69 
  14 
  Skills: Common Knowledge (Dragons, Dwarfs, Elves, Any one) (Int), Concealment (Ag), Perception (Int), Speak Arcane 
  Language (Any one) (Int), Speak Language (Any two) (Int) 
  Talents: - 
  Traits: Breath Attack (Chilling), Chilling Touch, Ethereal, Invisibility, Not All There, Terrifying, Undead, Will of Iron 
   
  Combat 
  Attacks: 3; Movement: Fly 6 (Ethereal); Wounds: 25 
  Armour: None - Ethereal (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Chilling Touch (1d10+3; Special), Breath Attack (1d10+4; Special) 
  Slaughter Margin: Very Hard (Impossible without a magic weapon or spells) 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Chilling: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Similar 
  attack as Chilling Touch, more magical, than physical. Uses Small Cone template. Causes Damage 4. 
   
   
  
   
   
   
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  Zombie Dragon, Hatchling 
  Type: Undead (Corporal) 
  Size: Large (Black Orc, Centigor, Minotaur…) 
  - Zombie Dragon, Hatchling Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  39 
  0 
  35 (3) 
  38 (3) 
  50 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Breath Attack (Pestilential), Cloud of Flies, Flier or Hoverer, Frightening, Mindless, Not All There, Shambling, 
  Scales (2), Thick Skin*, Undead 
   
  Combat 
  Attacks: 2; Movement: 3 / Swim 1 or 3 (Amphibious) / Fly 7; Wounds: 25 
  Armour: Natural Scales (Head 2, Arms/Legs 2, Body 2, Legs 2, Wings 2; CV-1*) 
  Weapons: Natural Weapons (1d10+3), Breath Attack (1d10+4; Special), Tail Sweep (1d10+1; Special) 
  Slaughter Margin: Hard 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Pestilential: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Uses 
  Small Cone template. Causes Damage 4. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Dragon, Juvenile 
  Type: Monster 
  Size: Very Large (Ogre, Rat Ogre, Troll…) 
  - Dragon, Juvenile Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  49 
  0 
  45 (4) 
  48 (4) 
  50 
  47 
  69 
  24 
  Skills: Academic Knowledge (Daemonology, History, Magic) (Int), Channelling (WP), Charm (Fel), Command (Fel), 
  Common Knowledge (Dragons, Dwarfs, Elves, Any two (Int), Concealment (Ag +10), Dodge Blow (Ag), Evaluate (Int 
  +20), Follow Trail (Int +10), Gossip (Fel), Intimidate (S), Magical Sense (WP), Navigation (Int), Outdoor Survival (Int 
  +10), Perception (Int +10), Scale Sheer Surfaces (S +10), Search (Int), Silent Move (Ag +10), Speak Arcane Language 
  (Daemonic, Magic, Any one) (Int), Speak Language (Any three) (Int), Swim (S +10) 
  Talents: Aethyric Attunement, Orientation, Resistance to Disease, Resistance to Poison, Seasoned Traveller, Strike 
  Mighty Blow*, Strike to Injure**, Strike to Stun, Strong-minded 
  Traits: Breath Attack (various), Dragonarmour, Excellent Vision, Flier, Frightening, Inured to Chaos, Keen Senses, 
  Natural Magic, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Night Vision, Scales (3), Speed of Attack, Thick 
  Skin***, Will of Iron 
   
  Combat 
  Attacks: 4; Movement: 5 / Swim 3 or 5 (Amphibious) / Fly 9; Wounds: 35 
  Magic: 0 or 2; Petty Magic (Arcane, Chaos+ or Hedge); Lesser Magic (Any Four); Arcane Lore (Any one) or Dark Lore 
  (Any one) & Dark Magic 
  + Can be found from Tome of Corruption (WFRP2 sourcebook) 
  Armour: Natural Scales (Head 3, Arms/Legs 3, Body 3, Legs 3, Wings 3; CV-1***) 
  Weapons: Natural Weapons (1d10+5*; CV+1**), Breath Attack (1d10+Damage below; Special), Tail Sweep (1d10+3*; 
  CV+1**; Special) 
  Slaughter Margin: Very Hard 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. Type of Breath Attack is based on the type of Dragon. 
   
  Acid: Extremely corrosive burst of burning acid. Acid burns and scars pale skin and burns bodily hair. Also, it is 
  deadly to most materials (not including magical items). Uses Small Cone template. Causes Damage 4 hit and 
  after that Damage 2 hit for 3 rounds. 
   
  Breath of Change: Deadly burst of sickly green vapour. Effect is very similar as Warpstone and corrupts any 
  living creature. Uses Small Cone template. Breath of Change doesn’t cause Damage, but victim must make 
  Routine (+10) Toughness Test or gain mutation. Dragon may choose to use this or it’s normal Breath 
  Weapon. 
   
  Chill/Frost: A burst of milky white sub-zero mist filled with tiny fragments of solid ice. This easily causes cold 
  damage including even deadly frostbites. Metal is dangerous when it becomes too cold and touched by bare 
  skin. Also, some materials may suffer from extreme cold. Everyone affected also must make Routine (+10) 
  Toughness Test or they are frozen. This causes anyone to move slowly. First round they cannot do anything. 
  Then following 1D5 rounds this causes -10 to all actions. Uses Small Cone template. Causes Damage 4. 
   
  Corrosive Smoke: Cloud type burst of sulphurous, corrosive fumes (acidic gas). Victims get extremely painfully 
  blisters that may even leave scarring. Everyone affected also must make Routine (+10) Toughness Test or 
  they have -10 penalty to all actions for 1D5 rounds, because they are partly blinded by tears and choking the 
  fumes. Uses Small Explosion Circle template. Causes Damage 5. 
   
  Coruscating Blast: Sorcerous blast of powerful Amethyst magic capable of withering metal and rendering flesh 
  to dust as if millennia had passed in mere seconds. Blast hits only one opponent within 36 yards (18 squares) 
  front of the creature. Any non-magical metal items have 20% (10% Good Craftsmanship, 5% Best 
  Craftsmanship) chance to become rusted and Poor Craftsmanship (those that are Poor Craftsmanship are 
  withered to pieces). Causes Damage 5. 
   
  Dragon-Bolt: Large lightning bolt of energy. Victim can be scarred by burning electricity and parts of their bodily 
  hair may burn away. Extreme amount of metal (metal armour) adds extra 2 points to Damage. Leaping energy 
  hits maximum of two opponents within 36 yards (18 squares) front of the creature. Causes Damage 6. 
  
   
   
   
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   
  Fire: Extremely hot burst of fire and smoke. Fire burns and scars skin and burns bodily hair. Also, flammable 
  materials may catch fire. Core Rulebook tells more about fire damage. Most flammable materials may catch fire. 
  Uses Small Cone template. Causes Damage 5. 
   
  Poison: a cloying corrosive green vapour that includes a raging fever in all who breathe it, sapping their will and 
  driving them into a coma from which there is no awakening. Uses Small Explosion Circle template. The victim 
  must succeed on a Routine (+10) Toughness Test or gain similar feverish disease as Weevil Cough (Core 
  Rulebook). If this happens victim must make second Average Toughness Test or fall into a coma. From 
  Coma, only a powerful healing magic can wake victim. For example, Shallya spell Cure Insanity. Causes 
  Damage 2. 
   
  Warpfire Blast: Destructive energy of a Warpfire unleashed. Uses Small Explosion Circle template. Causes 
  Damage 2. Also, victim must make Easy (+20) Toughness Test or gain mutation. 
   
  Skeleton Dragon, Juvenile 
  Type: Undead (Corporal) 
  Size: Very Large (Ogre, Rat Ogre, Troll…) 
  - Skeleton Dragon, Juvenile Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  35 
  0 
  50 (5) 
  50 (5) 
  25 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Bones, Frightening, Mindless, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Not All There, Shambling, 
  Undead 
   
  Combat 
  Attacks: 2; Movement: 4; Wounds: 26 
  Armour: - (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Natural Weapons (1d10+5), Tail Sweep (1d10+3; Special) 
  Slaughter Margin: Hard 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Spectre Dragon, Juvenile 
  Type: Undead (Ethereal) 
  Size: Very Large (Ogre, Rat Ogre, Troll…) 
  - Spectre Dragon, Juvenile Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  49 
  0 
  45 (4) 
  48 (4) 
  50 
  37 
  59 
  19 
  Skills: Common Knowledge (Dragons, Dwarfs, Elves, Any two (Int), Concealment (Ag +10), Perception (Int +10), Speak 
  Arcane Language (Daemonic, Magic, Any one) (Int), Speak Language (Any three) (Int) 
  Talents: - 
  Traits: Breath Attack (Chilling), Chilling Touch, Ethereal, Invisibility, Not All There, Terrifying, Undead, Will of Iron 
   
  Combat 
  Attacks: 4; Movement: Fly 6 (Ethereal); Wounds: 35 
  Armour: None - Ethereal (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Chilling Touch (1d10+3; Special), Breath Attack (1d10+6; Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Chilling: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Similar 
  attack as Chilling Touch, more magical, than physical. Uses Small Cone template. Causes Damage 6. 
   
  Zombie Dragon, Juvenile 
  Type: Undead (Corporal) 
  Size: Large (Black Orc, Centigor, Minotaur…) 
  - Zombie Dragon, Juvenile Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  44 
  0 
  45 (4) 
  48 (4) 
  40 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Breath Attack (Pestilential), Cloud of Flies, Flier or Hoverer, Frightening, Mindless, Not All There, Shambling, 
  Scales (3), Thick Skin*, Undead 
   
  Combat 
  Attacks: 3; Movement: 4 / Swim 2 or 4 (Amphibious) / Fly 8; Wounds: 35 
  Armour: Natural Scales (Head 3, Arms/Legs 3, Body 3, Legs 3, Wings 3; CV-1*) 
  Weapons: Natural Weapons (1d10+4), Breath Attack (1d10+6; Special), Tail Sweep (1d10+2; Special) 
  Slaughter Margin: Very Hard 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Pestilential: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Uses 
  Small Cone template. Causes Damage 6. 
   
   
   
   
   
   
  
   
   
   
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  Dragon, Adult 
  Type: Monster 
  Size: Huge (Griffon, Manticore, Wyvern…) 
  - Dragon, Adult Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  54 
  0 
  55 (5) 
  58 (5) 
  40 
  52 
  79 
  29 
  Skills: Academic Knowledge (Daemonology, History, Magic) (Int +10), Channelling (WP +10), Charm (Fel), Command 
  (Fel +10), Common Knowledge (Dragons, Dwarfs, Elves, Any three (Int +10), Concealment (Ag +20), Dodge Blow (Ag 
  +10), Evaluate (Int +20), Follow Trail (Int +20), Gossip (Fel), Intimidate (S +10), Magical Sense (WP +10), Navigation (Int 
  +10), Outdoor Survival (Int +20), Perception (Int +20), Scale Sheer Surfaces (S +20), Search (Int), Silent Move (Ag +10), 
  Speak Arcane Language (Daemonic, Magic, Any one) (Int +10), Speak Language (Any four) (Int +10), Swim (S +20) 
  Talents: Aethyric Attunement, Orientation, Resistance to Disease, Resistance to Poison, Seasoned Traveller, Strike 
  Mighty Blow*, Strike to Injure**, Strike to Stun, Strong-minded 
  Traits: Breath Attack (various), Dragonarmour, Excellent Vision, Flier, Hideous Strength, Inured to Chaos, Keen Senses, 
  Natural Magic, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Night Vision, Scales (4), Speed of Attack, 
  Terrifying, Thick Skin***, Unstoppable Blows, Will of Iron 
   
  Combat 
  Attacks: 5; Movement: 6 / Swim 3 or 6 (Amphibious) / Fly 10; Wounds: 45 
  Magic: 0 or 4; Petty Magic (Arcane, Chaos+ or Hedge); Lesser Magic (Any Four); Arcane Lore (Any one) or Dark Lore 
  (Any one) & Dark Magic; Ritual (Any Two) 
  + Can be found from Tome of Corruption (WFRP2 sourcebook) 
  Armour: Natural Scales (Head 4, Arms/Legs 4, Body 4, Legs 4, Wings 4; CV-1***) 
  Weapons: Natural Weapons (1d10+6*; CV+1**; Armour Piercing, Impact), Breath Attack (1d10+Damage below; 
  Special), Tail Sweep (1d10+4*; CV+1**; Impact, Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. Type of Breath Attack is based on the type of Dragon. 
   
  Acid: Extremely corrosive burst of burning acid. Acid burns and scars pale skin and burns bodily hair. Also, it is 
  deadly to most materials (not including magical items). Uses Average Cone template. Causes Damage 6 hit and 
  after that Damage 3 hit for 3 rounds. 
   
  Breath of Change: Deadly burst of sickly green vapour. Effect is very similar as Warpstone and corrupts any 
  living creature. Uses Average Cone template. Breath of Change doesn’t cause Damage, but victim must make 
  Average Toughness Test or gain mutation. Dragon may choose to use this or it’s normal Breath Weapon. 
   
  Chill/Frost: A burst of milky white sub-zero mist filled with tiny fragments of solid ice. This easily causes cold 
  damage including even deadly frostbites. Metal is dangerous when it becomes too cold and touched by bare 
  skin. Also, some materials may suffer from extreme cold. Everyone affected also must make Average 
  Toughness Test or they are frozen. This causes anyone to move slowly. First round they cannot do anything. 
  Then following 1D5 rounds this causes -10% to all actions. Uses Average Cone template. Causes Damage 6. 
   
  Corrosive Smoke: Cloud type burst of sulphurous, corrosive fumes (acidic gas). Victims get extremely painfully 
  blisters that may even leave scarring. Everyone affected also must make Average Toughness Test or they have 
  -10% penalty to all actions for 1D5 rounds, because they are partly blinded by tears and choking the fumes. 
  Uses Large Explosion Circle template. Causes Damage 7. 
   
  Coruscating Blast: Sorcerous blast of powerful Amethyst magic capable of withering metal and rendering flesh 
  to dust as if millennia had passed in mere seconds. Blast hits only one opponent within 36 yards (18 squares) 
  front of the creature. Any non-magical metal items have 30% (20% Good Craftsmanship, 10% Best 
  Craftsmanship) chance to become rusted and Poor Craftsmanship (those that are Poor Craftsmanship are 
  withered to pieces). Causes Damage 7. 
   
  Dragon-Bolt: Large lightning bolt of energy. Victim can be scarred by burning electricity and parts of their bodily 
  hair may burn away. Extreme amount of metal (metal armour) adds extra 2 points to Damage. Leaping energy 
  hits maximum of three opponents within 36 yards (18 squares) front of the creature. Causes Damage 8. 
  
   
   
   
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   
  Fire: Extremely hot burst of fire and smoke. Fire burns and scars skin and burns bodily hair. Also, flammable 
  materials may catch fire. Core Rulebook tells more about fire damage. Most flammable materials may catch fire. 
  Uses Average Cone template. Causes Damage 7. 
   
  Poison: a cloying corrosive green vapour that includes a raging fever in all who breathe it, sapping their will and 
  driving them into a coma from which there is no awakening. Uses Large Explosion Circle template. The victim 
  must succeed on an Average Toughness Test or gain similar feverish disease as Weevil Cough (Core 
  Rulebook). If this happens victim must make second Challenging (-10%) Toughness Test or fall into a coma. 
  From Coma, only a powerful healing magic can wake victim. For example, Shallya spell Cure Insanity. Causes 
  Damage 3. 
   
  Warpfire Blast: Destructive energy of a Warpfire unleashed. Uses Large Explosion Circle template. Causes 
  Damage 3. Also, victim must make Routine (+10) Toughness Test or gain mutation. 
   
  Skeleton Dragon, Adult 
  Type: Undead (Corporal) 
  Size: Huge (Griffon, Manticore, Wyvern…) 
  - Skeleton Dragon, Adult Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  40 
  0 
  60 (6) 
  60 (6) 
  25 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Bones, Mindless, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Not All There, Shambling, Terrifying, 
  Undead 
   
  Combat 
  Attacks: 3; Movement: 5; Wounds: 36 
  Armour: - (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Natural Weapons (1d10+6), Tail Sweep (1d10+4; Special) 
  Slaughter Margin: Hard 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Spectre Dragon, Adult 
  Type: Undead (Ethereal) 
  Size: Huge (Griffon, Manticore, Wyvern…) 
  - Spectre Dragon, Adult Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  54 
  0 
  55 (5) 
  58 (5) 
  40 
  42 
  69 
  24 
  Skills: Common Knowledge (Dragons, Dwarfs, Elves, Any three (Int +10), Concealment (Ag +20), Perception (Int +20), 
  Speak Arcane Language (Daemonic, Magic, Any one) (Int +10), Speak Language (Any four) (Int +10) 
  Talents: - 
  Traits: Breath Attack (Chilling), Chilling Touch, Ethereal, Invisibility, Not All There, Terrifying, Undead, Unstoppable 
  Blows, Will of Iron 
   
  Combat 
  Attacks: 5; Movement: Fly 6 (Ethereal); Wounds: 45 
  Armour: None - Ethereal (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Chilling Touch (1d10+5; Special), Breath Attack (1d10+8; Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Chilling: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Similar 
  attack as Chilling Touch, more magical, than physical. Uses Average Cone template. Causes Damage 8. 
   
  Zombie Dragon, Adult 
  Type: Undead (Corporal) 
  Size: Huge (Griffon, Manticore, Wyvern…) 
  - Zombie Dragon, Adult Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  49 
  0 
  55 (5) 
  58 (5) 
  30 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Breath Attack (Pestilential), Cloud of Flies, Flier or Hoverer, Hideous Strength, Mindless, Not All There, 
  Shambling, Scales (4), Terrifying, Thick Skin*, Undead, Unstoppable Blows 
   
  Combat 
  Attacks: 4; Movement: 5 / Swim 2 or 5 (Amphibious) / Fly 9; Wounds: 45 
  Armour: Natural Scales (Head 4, Arms/Legs 4, Body 4, Legs 4, Wings 4; CV-1*) 
  Weapons: Natural Weapons (1d10+5; Armour Piercing, Impact), Breath Attack (1d10+8; Special), Tail Sweep (1d10+3; 
  Impact, Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Pestilential: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Uses 
  Average Cone template. Causes Damage 8. 
   
   
   
   
  
   
   
   
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  Dragon, Old 
  Type: Monster 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Dragon, Old Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  59 
  0 
  65 (6) 
  68 (6) 
  30 
  47 
  89 
  34 
  Skills: Academic Knowledge (Daemonology, History, Magic) (Int +20), Channelling (WP +20), Charm (Fel +10), 
  Command (Fel +20), Common Knowledge (Dragons, Dwarfs, Elves, Any three (Int +20), Concealment (Ag +20), Dodge 
  Blow (Ag +20), Evaluate (Int +20), Follow Trail (Int +20), Gossip (Fel), Intimidate (S +20), Magical Sense (WP +20), 
  Navigation (Int +20), Outdoor Survival (Int +20), Perception (Int +20), Scale Sheer Surfaces (S +20), Search (Int +10), 
  Silent Move (Ag +10), Speak Arcane Language (Daemonic, Magic, Any one) (Int +20), Speak Language (Any four) (Int 
  +20), Swim (S +20) 
  Talents: Aethyric Attunement, Orientation, Resistance to Disease, Resistance to Poison, Seasoned Traveller, Strike 
  Mighty Blow*, Strike to Injure**, Strike to Stun, Strong-minded 
  Traits: Breath Attack (various), Dragonarmour, Excellent Vision, Flier, Hideous Strength, Inured to Chaos, Keen Senses, 
  Natural Magic, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Night Vision, Scales (5), Speed of Attack, 
  Terrifying, Thick Skin***, Unstoppable Blows, Will of Iron 
   
  Combat 
  Attacks: 6; Movement: 7 / Swim 4 or 7 (Amphibious) / Fly 11; Wounds: 55 
  Magic: 0 or 4; Petty Magic (Arcane, Chaos+ or Hedge); Lesser Magic (Any Four); Arcane Lore (Any one) or Dark Lore 
  (Any one) & Dark Magic; Ritual (Any Four) 
  + Can be found from Tome of Corruption (WFRP2 sourcebook) 
  Armour: Natural Scales (Head 5, Arms/Legs 5, Body 5, Legs 5, Wings 5; CV-1***) 
  Weapons: Natural Weapons (1d10+7*; CV+1**; Armour Piercing, Impact), Breath Attack (1d10+Damage below; 
  Special), Tail Sweep (1d10+5*; CV+1**; Impact, Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. Type of Breath Attack is based on the type of Dragon. 
   
  Acid: Extremely corrosive burst of burning acid. Acid burns and scars pale skin and burns bodily hair. Also, it is 
  deadly to most materials (not including magical items). Uses Average Cone template. Causes Damage 8 hit and 
  after that Damage 4 hit for 3 rounds. 
   
  Breath of Change: Deadly burst of sickly green vapour. Effect is very similar as Warpstone and corrupts any 
  living creature. Uses Average Cone template. Breath of Change doesn’t cause Damage, but victim must make 
  Challenging (-10) Toughness Test or gain mutation. Dragon may choose to use this or it’s normal Breath 
  Weapon. 
   
  Chill/Frost: A burst of milky white sub-zero mist filled with tiny fragments of solid ice. This easily causes cold 
  damage including even deadly frostbites. Metal is dangerous when it becomes too cold and touched by bare 
  skin. Also, some materials may suffer from extreme cold. Everyone affected also must make Challenging (-10) 
  Toughness Test or they are frozen. This causes anyone to move slowly. First round they cannot do anything. 
  Then following 1D5 rounds this causes -10 to all actions. Uses Average Cone template. Causes Damage 8. 
   
  Corrosive Smoke: Cloud type burst of sulphurous, corrosive fumes (acidic gas). Victims get extremely painfully 
  blisters that may even leave scarring. Everyone affected also must make Challenging (-10) Toughness Test 
  or they have -10 penalty to all actions for 1D5 rounds, because they are partly blinded by tears and choking the 
  fumes. Uses Large Explosion Circle template. Causes Damage 9. 
   
  Coruscating Blast: Sorcerous blast of powerful Amethyst magic capable of withering metal and rendering flesh 
  to dust as if millennia had passed in mere seconds. Blast hits only one opponent within 36 yards (18 squares) 
  front of the creature. Any non-magical metal items have 40% (30% Good Craftsmanship, 20% Best 
  Craftsmanship) chance to become rusted and Poor Craftsmanship (those that are Poor Craftsmanship are 
  withered to pieces). Causes Damage 9. 
  
   
   
   
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   
  Dragon-Bolt: Large lightning bolt of energy. Victim can be scarred by burning electricity and parts of their bodily 
  hair may burn away. Extreme amount of metal (metal armour) adds extra 2 points to Damage. Leaping energy 
  hits maximum of three opponents within 36 yards (18 squares) front of the creature. Causes Damage 10. 
   
  Fire: Extremely hot burst of fire and smoke. Fire burns and scars skin and burns bodily hair. Also, flammable 
  materials may catch fire. Core Rulebook tells more about fire damage. Most flammable materials may catch fire. 
  Uses Average Cone template. Causes Damage 9. 
   
  Poison: a cloying corrosive green vapour that includes a raging fever in all who breathe it, sapping their will and 
  driving them into a coma from which there is no awakening. Uses Large Explosion Circle template. The victim 
  must succeed on a Challenging (-10) Toughness Test or gain similar feverish disease as Weevil Cough (Core 
  Rulebook). If this happens victim must make second Hard (-20) Toughness Test or fall into a coma. From 
  Coma, only a powerful healing magic can wake victim. For example, Shallya spell Cure Insanity. Causes 
  Damage 4. 
   
  Warpfire Blast: Destructive energy of a Warpfire unleashed. Uses Large Explosion Circle template. Causes 
  Damage 4. Also, victim must make Average Toughness Test or gain mutation. 
   
  Skeleton Dragon, Old 
  Type: Undead (Corporal) 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Skeleton Dragon, Old Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  45 
  0 
  70 (7) 
  70 (7) 
  25 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Bones, Hideous Strength, Mindless, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Not All There, 
  Shambling, Terrifying, Undead, Unstoppable Blows 
   
  Combat 
  Attacks: 4; Movement: 6; Wounds: 42 
  Armour: - (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Natural Weapons (1d10+7; Armour Piercing, Impact), Tail Sweep (1d10+5; Impact, Special) 
  Slaughter Margin: Very Hard 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Spectre Dragon, Old 
  Type: Undead (Ethereal) 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Spectre Dragon, Old Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  59 
  0 
  65 (6) 
  68 (6) 
  30 
  37 
  79 
  29 
  Skills: Common Knowledge (Dragons, Dwarfs, Elves, Any three (Int +20), Concealment (Ag +20), Perception (Int +20), 
  Speak Arcane Language (Daemonic, Magic, Any one) (Int +20), Speak Language (Any four) (Int +20) 
  Talents: - 
  Traits: Breath Attack (Chilling), Chilling Touch, Ethereal, Invisibility, Not All There, Terrifying, Undead, Unstoppable 
  Blows, Will of Iron 
   
  Combat 
  Attacks: 6; Movement: Fly 6 (Ethereal); Wounds: 55 
  Armour: None - Ethereal (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Chilling Touch (1d10+6; Special), Breath Attack (1d10+10; Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Chilling: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Similar 
  attack as Chilling Touch, more magical, than physical. Uses Average Cone template. Causes Damage 10. 
   
  Zombie Dragon, Old 
  Type: Undead (Corporal) 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Zombie Dragon, Old Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  54 
  0 
  65 (6) 
  68 (6) 
  20 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Breath Attack (Pestilential), Cloud of Flies, Flier or Hoverer, Hideous Strength, Mindless, Not All There, 
  Shambling, Scales (5), Terrifying, Thick Skin*, Undead, Unstoppable Blows 
   
  Combat 
  Attacks: 5; Movement: 6 / Swim 3 or 6 (Amphibious) / Fly 10; Wounds: 55 
  Armour: Natural Scales (Head 5, Arms/Legs 5, Body 5, Legs 5, Wings 5; CV-1*) 
  Weapons: Natural Weapons (1d10+6; Armour Piercing, Impact), Breath Attack (1d10+10; Special), Tail Sweep (1d10+4; 
  Impact, Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Pestilential: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Uses 
  Average Cone template. Causes Damage 10. 
   
   
   
   
  
   
   
   
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  Dragon, Ancient 
  Type: Monster 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Dragon, Ancient Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  64 
  0 
  75 (7) 
  78 (7) 
  20 
  52 
  99 
  39 
  Skills: Academic Knowledge (Daemonology, History, Magic) (Int +20), Channelling (WP +20), Charm (Fel +10), 
  Command (Fel +20), Common Knowledge (Dragons, Dwarfs, Elves, Any three (Int +20), Concealment (Ag +20), Dodge 
  Blow (Ag +20), Evaluate (Int +20), Follow Trail (Int +20), Gossip (Fel), Intimidate (S +20), Magical Sense (WP +20), 
  Navigation (Int +20), Outdoor Survival (Int +20), Perception (Int +20), Scale Sheer Surfaces (S +20), Search (Int +10), 
  Silent Move (Ag +10), Speak Arcane Language (Daemonic, Magic, Any two) (Int +20), Speak Language (Any five) (Int 
  +20), Swim (S +20) 
  Talents: Aethyric Attunement, Orientation, Resistance to Disease, Resistance to Poison, Seasoned Traveller, Strike 
  Mighty Blow*, Strike to Injure**, Strike to Stun, Strong-minded 
  Traits: Breath Attack (various), Dragonarmour, Excellent Vision, Flier, Hideous Strength, Inured to Chaos, Keen Senses, 
  Natural Magic, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Night Vision, Scales (6), Speed of Attack, 
  Terrifying, Thick Skin***, Unstoppable Blows, Will of Iron 
   
  Combat 
  Attacks: 7; Movement: 7 / Swim 4 or 7 (Amphibious) / Fly 11; Wounds: 65 
  Magic: 0 or 4; Petty Magic (Arcane, Chaos+ or Hedge); Lesser Magic (Any Four); Arcane Lore (Any one) or Dark Lore 
  (Any one) & Dark Magic; Ritual (Any Six) 
  + Can be found from Tome of Corruption (WFRP2 sourcebook) 
  Armour: Natural Scales (Head 6, Arms/Legs 6, Body 6, Legs 6, Wings 6; CV-1***) 
  Weapons: Natural Weapons (1d10+8*; CV+1**; Armour Piercing, Impact), Breath Attack (1d10+Damage below; 
  Special), Tail Sweep (1d10+6*; CV+1**; Impact, Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. Type of Breath Attack is based on the type of Dragon. 
   
  Acid: Extremely corrosive burst of burning acid. Acid burns and scars pale skin and burns bodily hair. Also, it is 
  deadly to most materials (not including magical items). Uses Huge Cone template. Causes Damage 10 hit and 
  after that Damage 5 hit for 3 rounds.  
   
  Breath of Change: Deadly burst of sickly green vapour. Effect is very similar as Warpstone and corrupts any 
  living creature. Uses Huge Cone template. Breath of Change doesn’t cause Damage, but victim must make 
  Hard (-20) Toughness Test or gain mutation. Dragon may choose to use this or it’s normal Breath Weapon. 
   
  Chill/Frost: A burst of milky white sub-zero mist filled with tiny fragments of solid ice. This easily causes cold 
  damage including even deadly frostbites. Metal is dangerous when it becomes too cold and touched by bare 
  skin. Also, some materials may suffer from extreme cold. Everyone affected also must make Hard (-20) 
  Toughness Test or they are frozen. This causes anyone to move slowly. First round they cannot do anything. 
  Then following 1D5 rounds this causes -10 to all actions. Uses Huge Cone template. Causes Damage 10. 
   
  Corrosive Smoke: Cloud type burst of sulphurous, corrosive fumes (acidic gas). Victims get extremely painfully 
  blisters that may even leave scarring. Everyone affected also must make Hard (-20) Toughness Test or they 
  have -10 penalty to all actions for 1D5 rounds, because they are partly blinded by tears and choking the fumes. 
  Uses Huge Explosion Circle template. Causes Damage 11. 
   
  Coruscating Blast: Sorcerous blast of powerful Amethyst magic capable of withering metal and rendering flesh 
  to dust as if millennia had passed in mere seconds. Blast hits only one opponent within 36 yards (18 squares) 
  front of the creature. Any non-magical metal items have 50% (40% Good Craftsmanship, 30% Best 
  Craftsmanship) chance to become rusted and Poor Craftsmanship (those that are Poor Craftsmanship are 
  withered to pieces). Causes Damage 11. 
   
  Dragon-Bolt: Large lightning bolt of energy. Victim can be scarred by burning electricity and parts of their bodily 
  hair may burn away. Extreme amount of metal (metal armour) adds extra 2 points to Damage. Leaping energy 
  hits maximum of three opponents within 36 yards (18 squares) front of the creature. Causes Damage 12. 
  
   
   
   
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  Version 1.5 
   
   
  Fire: Extremely hot burst of fire and smoke. Fire burns and scars skin and burns bodily hair. Also, flammable 
  materials may catch fire. Core Rulebook tells more about fire damage. Most flammable materials may catch fire. 
  Uses Huge Cone template. Causes Damage 11. 
   
  Poison: a cloying corrosive green vapour that includes a raging fever in all who breathe it, sapping their will and 
  driving them into a coma from which there is no awakening. Uses Huge Explosion Circle template. The victim 
  must succeed on a Hard (-20) Toughness Test or gain similar feverish disease as Weevil Cough (Core 
  Rulebook). If this happens victim must make second Very Hard (-30) Toughness Test or fall into a coma. From 
  Coma, only a powerful healing magic can wake victim. For example, Shallya spell Cure Insanity. Causes 
  Damage 5. 
   
  Warpfire Blast: Destructive energy of a Warpfire unleashed. Uses Huge Explosion Circle template. Causes 
  Damage 5. Also, victim must make Challenging (-10) Toughness Test or gain mutation. 
   
  Skeleton Dragon, Ancient 
  Type: Undead (Corporal) 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Skeleton Dragon, Ancient Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  50 
  0 
  75 (7) 
  75 (7) 
  25 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Bones, Hideous Strength, Mindless, Natural Weapons (Claws, Fangs, Horns, Tail, Wings), Not All There, 
  Shambling, Terrifying, Undead, Unstoppable Blows 
   
  Combat 
  Attacks: 4; Movement: 6; Wounds: 48 
  Armour: - (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Natural Weapons (1d10+7; Armour Piercing, Impact), Tail Sweep (1d10+5; Impact, Special) 
  Slaughter Margin: Very Hard 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
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  Spectre Dragon, Ancient 
  Type: Undead (Ethereal) 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Spectre Dragon, Ancient Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  64 
  0 
  75 (7) 
  78 (7) 
  20 
  42 
  89 
  34 
  Skills: Common Knowledge (Dragons, Dwarfs, Elves, Any three (Int +20), Concealment (Ag +20), Perception (Int +20), 
  Speak Arcane Language (Daemonic, Magic, Any two) (Int +20), Speak Language (Any five) (Int +20) 
  Talents: - 
  Traits: Breath Attack (Chilling), Chilling Touch, Ethereal, Invisibility, Not All There, Terrifying, Undead, Unstoppable 
  Blows, Will of Iron 
   
  Combat 
  Attacks: 7; Movement: Fly 6 (Ethereal); Wounds: 65 
  Armour: None - Ethereal (Head 0, Arms/Legs 0, Body 0, Legs 0, Wings 0) 
  Weapons: Chilling Touch (1d10+7; Special), Breath Attack (1d10+12; Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Chilling: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Similar 
  attack as Chilling Touch, more magical, than physical. Uses Huge Cone template. Causes Damage 12. 
   
  Zombie Dragon, Ancient 
  Type: Undead (Corporal) 
  Size: Gigantic (Dragon, Giant, Hydra…) 
  - Zombie Dragon, Ancient Statistics - 
  Main Profile 
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
  59 
  0 
  75 (7) 
  78 (7) 
  10 
  - 
  - 
  - 
  Skills: - 
  Talents: - 
  Traits: Breath Attack (Pestilential), Cloud of Flies, Flier or Hoverer, Hideous Strength, Mindless, Not All There, 
  Shambling, Scales (6), Terrifying, Thick Skin*, Undead, Unstoppable Blows 
   
  Combat 
  Attacks: 6; Movement: 6 / Swim 3 or 6 (Amphibious) / Fly 10; Wounds: 65 
  Armour: Natural Scales (Head 6, Arms/Legs 6, Body 6, Legs 6, Wings 6; CV-1*) 
  Weapons: Natural Weapons (1d10+7; Armour Piercing, Impact), Breath Attack (1d10+12; Special), Tail Sweep (1d10+5; 
  Impact, Special) 
  Slaughter Margin: Impossible 
   
  Breath Attack 
  More info about Breath Attack check above Special Talents & Traits. Here is damage and the size that Breath Attack 
  causes. 
   
  Pestilential: Deadly burst of black vapour. Any flesh or plant-life that this vapour touches shrivels and dies. Uses 
  Huge Cone template. Causes Damage 12. 
   
   
   
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Kalevala/WFRP2 - Tome of Dragons.pdf