TEXT: 1 
   
  DRAGONBORN 
  By JAmes mishleR & JODi mORAN-mishleR 
   
   
   
   
   
   
   
   
   
  PUBLISHER: James Mishler 
   
  AUTHORS: James Mishler and Jodi Moran-Mishler 
  ART: Brian Brinlee (Dragonborn Warrior) 
   
  Find out more information about products from James Mishler Games at http://jamesmishlergames.blogspot.com or e-mail us at 
  jamesmishler@gmail.com. Dragonborn © 2017 James Mishler. All Rights Reserved. 
   
  For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please contact Goblinoid Games on the 
  web at www.goblinoidgames.com. This book is published pursuant to a License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-
  2017, Daniel Proctor. Labyrinth Lord™, Advanced Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All 
  Rights Reserved. These trademarks are used under the Labyrinth Lord Trademark License 1.2, available at www.goblinoidgames.com
  
  2 
   
  Dragonborn (LL Racial Class) 
  Requirements: 
  CHA 9 
  Prime Requisite: STR and CHA 
  Hit Dice: 
  d6 
  (Advanced HD: d8) 
  Maximum Level: 10 
  Fight As:  
  Cleric 
   
  Dragonborn have supple scaly skin, draconic faces with long 
  fang-filled snouts, glittering dragon eyes, and claw-like hands 
  and feet. Scale color can range from single color, with 
  grayish underbelly, to a mix of two or more colors, in infinite 
  varieties and patterns. Some dragonborn have vestigial 
  wings, others have short tails, and no few have horns, chin 
  spikes or tendrils, neck frills, and/or head/back fins. 
  Dragonborn typically stand more than six feet tall and weigh 
  250 pounds. 
   
  Dragonborn can wield any weapon and wear any armor. 
  Due to their innate dragon magic, dragonborn may cast 
  spells while wearing armor. A dragonborn must have at least 
  13 in both prime requisites to get the +5% bonus to 
  experience. They must have both a CHA of 16 or better and 
  STR of 13 or better to get the +10% bonus. 
   
  Dragonborn can use the dragon breath weapon of one of 
  the dragon types that constitute their ancestry (whether 
  literally or mythologically), and thus must have at least the 
  color of that dragon type amidst their scales.  
   
  PRIMARY ANCESTRAL DRAGON TYPE 
  Dragon 
  Type 
  Breath Weapon 
  Black 
  Acid 
  5’ by 30’ line 
  Blue 
  Lightning 
  5’ by 50’ line  
  Brass 
  Fear 
  25’ by 20’ cloud 
  Bronze 
  Lightning 
  5’ by 50’ line  
  Copper 
  Acid 
  5’ by 30’ line  
  Gold 
  Fire 
  45’ cone  
  Green 
  Poison 
  25’ by 20’ cloud 
  Red 
  Fire 
  45’ cone  
  Silver 
  Cold 
  40’ cone  
  White 
  Cold 
  40’ cone  
   
  A dragonborn may breathe once per day at 1st level, twice 
  per day at 5th level, and three times per day at 9th level. The 
  breath attack deals 1d6 points of damage, plus 1 point of 
  damage per level. Targets caught within the area of the 
  breath attack may make the usual saving throw versus 
  Breath Weapon; success indicates that target suffers only half 
  damage.  
   
  The exception to this rule is brass dragon breath, which, if the 
  target fails the save, she is affected as though by the cause 
  fear spell as though cast by a cleric of the same level as the 
  dragonborn; if the save is successful, there is no effect. 
   
  Dragonborn also have resistance to the damage type that 
  they can deal with their breath attack. They have a +3 bonus 
  to save against the type of damage (or effect), should a 
  saving throw be allowed. If the source of the damage is 
  natural, they suffer only half damage on a failed save, no 
  damage on a successful save. If the source is magical, the 
  damage is reduced by 1 point per die, but can be reduced 
  to no less than 1 point of damage per die. 
   
  At each level, including 1st, dragonborn gain spells. These 
  spells are not the same kind of magic as that used by clerics, 
  elves, or magic-users; these are dragon-magic spells. As 
  such, a dragonborn does not pray for spells or study them, 
  nor does the dragonborn keep a spell book. Each spell she 
  gains is essentially a spell-like ability, useable once per day, 
  with which the dragonborn evokes the power of the dragon 
  within. Every time the dragonborn gains a level, the 
  dragonborn rolls randomly on the dragon magic spell level 
  table. Dragonborn may use any magic item not restricted to 
  thieves, though they cannot use cleric or magic-user scrolls. 
   
  A dragonborn may study under a higher-level dragonborn, 
  who possesses a specific spell, to gain the spell of their 
  choice. In this case, the roll is not made until after one week 
  of study per level of the spell; at the end of that time, the 
  dragonborn wishing to learn a specific ability must make a 
  saving throw versus Spells. Success indicates the desired 
  ability is learned, otherwise roll randomly as the dragonborn 
  evokes a different ability. 
   
  Dragonborn are considered dragonborn, dragons, and spell-
  casters for magical purposes (such as magical swords and 
  arrows of slaying). Dragonborn can speak their alignment 
  language, common, and dragon. 
   
  Reaching 9th Level: Dragonborn can establish a lair when 
  they reach 9th level. For more on lairs, see page 6. 
   
  DRAGONBORN LEVEL AND SPELL PROGRESSION 
   
   
   
  Spell Level 
  Experience 
  Level 
  HD (d6) 
  1 
  2 
  3 
  4 
  5 
  0 
  1 
  1 
  1 
  - 
  - 
  - 
  - 
  3,001 
  2 
  2 
  2 
  - 
  - 
  - 
  - 
  6,001 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  12,001 
  4 
  4 
  2 
  2 
  - 
  - 
  - 
  25,001 
  5 
  5 
  2 
  2 
  1 
  - 
  - 
  50,001 
  6 
  6 
  2 
  2 
  2 
  - 
  - 
  100,001 
  7 
  7 
  2 
  2 
  2 
  1 
  - 
  200,001 
  8 
  8 
  2 
  2 
  2 
  2 
  - 
  400,001 
  9 
  9 
  2 
  2 
  2 
  2 
  1 
  600,001 
  10 
  +2 hp only* 
  2 
  2 
  2 
  2 
  2 
  * Hit point modifiers from constitution are ignored  
   
  DRAGONBORN SAVING THROWS 
  Level 
  Breath 
  Attacks 
  Poison 
  or 
  Death 
  Petrify or 
  Paralyze 
  Wands 
  Spells or 
  Spell-Like 
  Devices 
  1-3 
  13 
  12 
  14 
  13 
  15 
  4-6 
  10 
  10 
  12 
  11 
  13 
  7-9 
  7 
  8 
  9 
  9 
  11 
  10 
  4 
  6 
  7 
  7 
  9 
   
  
  3 
   
  Dragon Magic Spells 
   
  Level 1 (d6/d8) 
  1. Charm Person (M1) 
  2. Detect Evil (C1) 
  3. Detect Magic (M1) 
  4. Dragon Claws+ 
  5. Dragon Scales+ 
  6. Ventriloquism (M1) 
  7. Detect Illusion* (I1) 
  8. Hypnotism* (I1) 
   
  Level 2 (d4/d8) 
  1. Detect Invisible (M2) 
  2. ESP (M2) 
  3. Dragon Resistance+ 
  4. Knock (M2) 
  5. Hypnotic Pattern* (I2) 
  6. Obscuring Mist* (D2) 
  7. Scare* (M2) 
  8. Strength* (M2) 
   
  Level 3 (d4/d8) 
  1. Clairvoyance (M3) 
  2. Dispel Magic (M3) 
  3. Dragon Breath+ 
  4. Dragon Wings+ 
  5. Clairaudience* (M3) 
  6. Infravision* (M3) 
  7. Suggestion* (M3) 
  8. Tongues* (C3) 
   
  Level 4 (d4/d8) 
  1. Confusion (M4) 
  2. Charm Monster (M4) 
  3. Dragon Might+ 
  4. Remove Curse (M4) 
  5. Enchant Arms* (M4) 
  6. Fear* (M4) 
  7. Implant Emotion* (I4) 
  8. Temperature Control* (D4) 
   
  Level 5 (d4/d8) 
  1. Animate Objects (C6) 
  2. Conjure Dragon Spirits+ 
  3. Geas (M6) 
  4. True Seeing (C5) 
  5. Confusion, Greater* (I5) 
  6. Control Winds* (D5) 
  7. Legend Lore* (M6) 
  8. Secret Chest* (M5) 
   
  Roll a d6 for 1st level spells and a d4 for 2nd to 5th level spells. If 
  you are also using the Advanced Edition Companion (spells 
  marked with an asterisk *), you may instead choose to roll a 
  d8 at each spell level to determine the spell. Though these 
  are all spells from other class lists, dragonborn can only learn 
  these spells from other dragonborn who possess the spell as 
  a spell-like ability. 
   
  Reversible spells are known in both forms, and may be used 
  in either form, determined at the time of casting. 
   
  When using the dragonborn ALL race, below, the dragon-
  name spells 
  (dragon claws, dragon scales, dragon 
  resistance, dragon breath, dragon wings, dragon might, and 
  conjure dragon spirits) may be learned at their appropriate 
  levels by any dragonborn (or dragon-blood) spell-caster at 
  their appropriate levels. Non-dragonborn/dragon-bloods 
  cannot learn these spells. 
   
  New spells, noted with a + sign, are described below. 
   
  Conjure Dragon Spirits 
  Level: 5 
  Duration: Concentration 
  Range: 240’ 
   
  With this spell, the caster may summon a number of dragon 
  spirits – the souls of the ancestors of the dragonborn race – 
  with a total number of hit dice equal to twice the level of the 
  caster, or three times the level of the caster if all the dragon 
  spirits are of the caster’s primary ancestral dragon type. 
  Ancestral dragon spirits operate exactly as normal dragons, 
  though those summoned by this spell can only speak dragon 
  and do not cast spells, nor can they be subdued.  
   
  For the duration of the spell, the caster can move at ½ 
  movement but may take no other actions, because the spell 
  requires full concentration to command the dragon spirits. 
  The caster can give the dragon spirits orders for the duration 
  of the spell, and the caster can order the dragon spirits to 
  return to their home plane at any time.  
   
  The dragon spirits are forced to their home plane if a dispel 
  evil or dispel magic spell is directed at them. If the caster loses 
  concentration at any point during the duration of the spell, 
  the dragon spirits will turn to attack the caster, and the caster 
  will be unable to order them back to their home plane, unless 
  the dragon spirit is of the primary dragon ancestry of the 
  caster, in which case such dragon spirits return to their home 
  plane immediately. 
   
  Dragon Breath 
  Level: 3 
  Duration: Instant 
  Range: Self 
   
  The dragonborn may use the breath weapon of her primary 
  dragon ancestor as though she were a dragon with a 
  number of hit dice equal to her level and hit points equal to 
  her current hit points. This appertains to damage, range, area 
  of effect, and all pertinent measures.  
   
  
  4 
   
  In the case of dragonborn with metallic primary dragon 
  ancestry, the dragonborn may choose which of the two 
  types of breath weapons to use each time the spell is cast. 
   
  Dragon Claws 
  Level: 1 
  Duration: 1 turn per level 
  Range: Self 
   
  The dragonborn transforms her claw-like hands (which do 
  only normal unarmed damage (once per round, 1d2 + STR 
  modifier) into true dragon claws sharp as daggers. The 
  dragonborn may attack twice per round with a claw/claw 
  routine, each attack dealing 1d4 points of damage 
  (modified by STR). Attacks made with the claw attacks are 
  rolled on the Monster Attack Table rather than on the Cleric 
  Attack Table. 
   
  The dragonborn can cast spells normally while her hands are 
  claws, but other more detailed work might be troublesome. 
   
  Dragon Might 
  Level: 4 
  Duration: 6 turns + 1 turn per level 
  Range: 0 
   
  The dragonborn transforms into a dragon of the shape and 
  size of her primary dragon ancestor, and during the duration 
  of the spell has all the attacks and abilities of a dragon of that 
  type. The dragonborn may use the dragon type’s breath 
  weapon as though it were her own, though she is limited in 
  number of uses as per her own breath weapon (so if she has 
  only two uses remaining of her own breath weapon, that is 
  all she can use of the dragon’s type, and uses of that breath 
  weapon count against her own uses per day, etc.) 
   
  Note that the dragonborn does not gain any additional hit 
  points, though her attacks are determined as though she 
  were a monster with hit dice equal to her level. Also, she does 
  not gain any additional spells. 
   
  Whenever this spell is used, the dragonborn always has the 
  exact same appearance, and those familiar with the 
  dragonborn can recognize her facial features in her dragon 
  form. 
   
  Dragon Resistance 
  Level: 2 
  Duration: 6 turns 
  Range: Self 
   
  This spell improves the dragon ancestry resistance of the 
  dragonborn such that the dragonborn is immune to all 
  damage and effects from the natural type of that energy, 
  and suffers only half damage on a failed save or no damage 
  on a successful save. 
   
   
  Dragon Scales 
  Level: 1 
  Duration: 1 turn per level 
  Range: Self 
   
  This spell grants the dragonborn thick, solid, strong scales. The 
  dragonborn has a base Armor Class of 3 for the duration of 
  the spell. Dexterity modifiers still apply. Any other mundane 
  armor worn provides no bonus, though any magical bonus 
  applies. The dragonborn may wield a shield and gain the 
  bonus therefrom. 
   
  Dragon Wings 
  Level: 3 
  Duration: 1 turn per level + 1d6 turns 
  Range: Self 
   
  This spell causes dragon wings to sprout forth from the 
  caster’s back, enabling the caster to fly at the full speed of a 
  dragon – 240’ (80’). Armor and clothing are unharmed, 
  magically mended when the wings fade away. Flying does 
  not exhaust the dragonborn, as the power of flight is 
  provided through magic. The flying speed halves when less 
  than one turn remains, and if the dragonborn is stuck in midair 
  when the spell ends, she falls, suffering appropriate damage 
  from the height at which the spell ended. 
   
  Dragonborn Scrimshaw Scales 
  Dragonborn cannot make or use cleric and magic-user 
  scrolls. They can, however, empower a true dragon scale 
  with dragon magic. A 1st level dragon magic spell can be 
  inscribed on a scale from a 6 HD dragon; a 2nd level spell on 
  a scale from a 7 HD dragon; and so forth, to a 5th level spell 
  being inscribed on a scale of a 10 HD dragon. 
   
  Inscribing a scale requires one week of time per HD of the 
  dragon that provided the scale. At the end of that time, the 
  dragonborn must make a saving throw versus Spells; failure 
  indicate that the effort is wasted and the scale is ruined. 
   
  Any dragonborn can use any dragonborn scrimshaw scale 
  to cast the spell inscribed upon the scale. The spell can be 
  used once per day, plus once per day for every HD the scale 
  is above the minimum needed to inscribe the spell. Thus, a 1st 
  level spell inscribed on a 9 HD scale can be used four times 
  per day. 
   
  The spell is cast at the level of the dragonborn who scribed 
  the spell. If the scale was given willingly to the dragonborn by 
  the dragon, the spell inscribed thereupon is cast at the level 
  of the inscriber or the hit dice of the dragon, whichever is 
  higher. 
   
  Dragonborn exchange these scrimshaw scales as gifts. Some 
  scales have been handed down for thousands of years, and 
  are ancient heirlooms of the dragonborn race. 
   
  
  5 
   
  Dragonborn (ALL Race) 
  Requirements:  CHA 9 
  Ability Modifiers: STR +1, DEX -1  
  Ability Min/Max: STR 7/19, DEX 3/18, CON 6/18,  
  INT 3/18, WIS 3/18, CHA 9/18 
   
  Dragonborn have supple scaly skin, draconic faces with long 
  fang-filled snouts, glittering dragon eyes, and claw-like hands 
  and feet. Scale color can range from single color, with 
  grayish underbelly, to a mix of two or more colors, in infinite 
  varieties and patterns. Some dragonborn have vestigial 
  wings, others have short tails, and no few have horns, chin 
  spikes or tendrils, neck frills, and/or head/back fins. 
  Dragonborn typically stand more than six feet tall and weigh 
  250 pounds. 
   
  Dragonborn can use the dragon breath weapon of one of 
  the dragon types that constitute their ancestry (whether 
  literally or mythologically), and thus must have at least the 
  color of that dragon type amidst their scales.  
   
  PRIMARY ANCESTRAL DRAGON TYPE 
  Dragon 
  Type 
  Breath Weapon 
  Black 
  Acid 
  5’ by 30’ line 
  Blue 
  Lightning 
  5’ by 50’ line  
  Brass 
  Fear 
  25’ by 20’ cloud 
  Bronze 
  Lightning 
  5’ by 50’ line  
  Copper 
  Acid 
  5’ by 30’ line  
  Gold 
  Fire 
  45’ cone  
  Green 
  Poison 
  25’ by 20’ cloud 
  Red 
  Fire 
  45’ cone  
  Silver 
  Cold 
  40’ cone  
  White 
  Cold 
  40’ cone  
   
  A dragonborn may breathe once per day at 1st level, twice 
  per day at 5th level, and three times per day at 9th level. The 
  breath attack deals 1d6 points of damage, plus 1 point of 
  damage per level. Targets caught within the area of the 
  breath attack may make the usual saving throw versus 
  Breath Weapon; success indicates that target suffers only half 
  damage.  
   
  The exception to this rule is brass dragon breath, which, if the 
  target fails the save, she is affected as though by the cause 
  fear spell as though cast by a cleric of the same level as the 
  dragonborn; if the save is successful, there is no effect. 
   
  Dragonborn also have resistance to the damage type that 
  they can deal with their breath attack. They have a +3 bonus 
  to save against the type of damage (or effect), should a 
  saving throw be allowed. If the source of the damage is 
  natural, they suffer only half damage on a failed save, no 
  damage on a successful save. If the source is magical, the 
  damage is reduced by 1 point per die, but can be reduced 
  to no less than 1 point of damage per die. 
   
  Dragonborn are considered dragonborn, dragons, and spell-
  casters for magical purposes (such as magical swords and 
  arrows of slaying). 
   
  Dragonborn can speak their alignment language, common, 
  and dragon. 
   
  Dragonborn may select from the following classes, with the 
  indicated level limits: 
   
  DRAGONBORN CLASSES AVAILABLE 
  Class 
  Level Limit 
  Assassin 
  9 
  Cleric 
  7 
  Druid 
  7 
  Fighter 
  10 
  Illusionist 
  7 
  Magic-User 
  10 
  Paladin 
  5 
  Thief 
  12 
   
  Dragonborn thieves receive the following bonuses and 
  penalties to thief abilities: 
   
  DRAGONBORN THIEF SKILL ADJUSTMENTS 
  Class 
  Level Limit 
  Pick Locks 
  +5% 
  Find and Remove Traps 
  +5% 
  Pick Pockets 
  -5% 
  Move Silently 
  -5% 
  Climb Walls 
  +5% 
  Hide in Shadows 
  -5% 
  Hear Noises 
  +1 
   
  Dragon-Bloods 
  Dragon-bloods are the result of the union of a dragonborn 
  and a human. Dragon-bloods can have any combination of 
  appearance between that of a full-blooded dragonborn 
  and almost a full-blooded human. The human-like dragon-
  bloods always have some factor that shows their dragon 
  blood, such as light scales along the neck, shoulders, back of 
  the arms, and down the hands to the knuckles; clawed 
  hands and feet; dragon-eyes; dragon-horns; or some other 
  obvious draconic element to their physical appearance. 
   
  For game purposes, dragon-bloods are the same as 
  dragonborn as far as abilities and class limits are concerned, 
  with the following exceptions 
   
  They lose the bonus to STR and the penalty to DEX, 
  but must still meet the CHA requirement; 
   
  They do not gain a third use of dragon breath at 9th 
  level; 
   
  All existing classes a dragonborn may take have their 
  level limits raised by 2 (and they have unlimited 
  advancement as thieves), and they may also take 
  the monk and ranger classes, though in these they 
  are limited to 5th level in advancement. 
   
  Dragon-blood spell-casters can learn the dragon-
  named spells, listed above. 
  
  6 
   
  Dragonborn Lairs 
  At 9th level a dragonborn can found a lair, a stronghold for 
  herself and her people. Dragonborn have a wide range of 
  cultural and societal types. All dragonborn societies are 
  based on the band, a group of dragonborn gathered 
  together for a purpose. Some are based on wealth and 
  power; others based on philosophy or religion; no few are 
  merely for mutual defense of the group and their families.  
   
  Whatever the cause espoused, whenever the dragonborn 
  founds her lair, and becomes a skarawyrm (“lord” or “lady”), 
  she attracts 1d4 like-minded 1st level dragonborn followers 
  who come to learn at her side. Every time one of these 
  dragonborn attains 2nd, 3rd, and 6th level, the lair attracts 1d4 
  more like-minded 1st level dragonborn commoners. These 
  additional dragonborn do not rise in levels, except to replace 
  one of the original dragonborn followers (or subsequent 
  replacements).  
   
  Also, each time one of the dragonborn followers attains 2nd, 
  3rd, and 6th level, the skarawyrm may roll percentile dice 
  against her hit points; if the roll is less than or equal to her hit 
  points, she has attracted the service of a pack of 2d4 
  dragonhounds. Once she has attracted a pack of 
  dragonhounds, on subsequent checks, she may roll 
  percentiles to see if she has attracted the service of a dragon 
  – the chance is equal to her CHA score. 
   
  The physical form of the lair is highly dependent on two 
  factors – whether the dragonborn lair founder builds their lair 
  in the wilds, in a rural area, or in a city; and the nature of the 
  band she wishes to build.  
   
  Most bands found in the wilds are geared toward supporting 
  a band of families, gathered together for mutual protection 
  against monsters and inimical tribes and kingdoms. Some few 
  are organized around religion, particularly protecting a 
  religious shrine. Almost all wild lairs are found in either cavern 
  systems or ruins of previous societies (often dragonborn 
  societies); said caves and ruins might be tied to a dungeon 
  complex. Wild dragonborn, generally being happy to ally 
  with other races other than those that are xenophobic, might 
  co-lair with dwarves, elves, lizardfolk, and other lawful and 
  neutral races, far less often with goblins, hobgoblins, orcs, or 
  other chaotic races. 
   
  Bands found in rustic, rural areas and borderlands tend to be 
  one of three types – family bands, working together for 
  mutual defense and support; religious bands, supporting a 
  dragonborn shrine; and feudal noble houses, holding their 
  lands in fief to a more powerful dragonborn lord or a non-
  dragonborn ruler. These lairs tend to be well-constructed, 
  palisaded villages, stone temples and monasteries, or small 
  castles. In any case, it is rare that such bands are totally 
  independent from the kingdom or society around them, 
  though some of the religious bands are cloistered. A small 
  subset of the noble houses includes the rural palace band, 
  part of a larger organization from the cities, which supports a 
  palatial estate, either for a noble house or perhaps for a 
  larger dragonborn or multi-racial organization (such as a 
  guild, society, or secret cult). Any one of these types of lairs 
  might have subterranean caverns or dungeons associated 
  with it, either as part of a restored ruin or newly-built complex 
  for defense.  
   
  Urban dragonborn lairs usually fit right in with the structures 
  common in their native city. These lairs can be home to any 
  kind of band, but most often urban lairs are either a noble or 
  guild band or a band dedicated to a mutual philosophy or 
  religion (though not necessarily a temple or shrine). Noble 
  bands are often build around a single-family line or closely 
  related lines, and thus often are made up of a single primary 
  ancestral dragon type; this may also be true of religious 
  bands, depending on the nature of the gods in the world. 
  Some are broader, but still falling into the chromatic or 
  metallic groupings. 
   
  WILD DRAGONBORN BANDS 
  Weapon Combination 
  Percent 
  Spear and Javelins 
  40% 
  Spear and Dagger 
  30% 
  Sword and Shield 
  25% 
  Two-handed Sword 
  5% 
  Armor: None for commoners, leather or studded leather for 
  leaders. 
   
  RUSTIC DRAGONBORN BANDS 
  Weapon Combination 
  Percent 
  Spear and Dagger 
  30% 
  Short Bow and Short Sword 
  25% 
  Sword and Spear 
  25% 
  Sword and Short Bow 
  15% 
  Two-handed Sword 
  5% 
  Armor: Leather or studded leather for commoners, chain or 
  plate mail for leaders. 
   
  URBAN DRAGONBORN BANDS 
  Weapon Combination 
  Percent 
  Halberd or Polearm 
  40% 
  Light Crossbow 
  20% 
  Rapier and Dagger 
  20% 
  Rapier and Hand Crossbow 
  15% 
  Two-handed Sword 
  5% 
  Armor: Leather or studded leather for commoners, chain or 
  plate mail for leaders. 
   
   
   
  
  7 
   
  Dragonborn 
  No. Enc.:  
  1d8 (5d8)  
  Alignment:  
  Neutral  
  Movement:  
  120’ (40’)   
  Armor Class:  
  9 
  Hit Dice:   
  1*** 
  Attacks:   
  1 (weapon) or breath weapon 
  Damage:   
  By weapon or 1d6+1 
  Save:    
  DB1 to DB9 
  Morale:   
  8 (10) 
  Hoard Class:  
  XIX  
  XP:   
  1 HD 
  19 
   
  2 HD 
  47 
   
  3 HD 
  95 
   
  4 HD 
  245 
   
  5 HD 
  650 
   
  6 HD 
  1,070 
   
  7 HD 
  1,490 
   
  8 HD 
  2,060 
   
  9 HD 
  3,100 
   
  This monster listing is for the typical NPC dragonborn. 
  Dragonborn clothing and armor are highly variable; the 
  above listing does not consider any armor worn. Civilized, 
  urban dragonborn typically wear fine clothing of the height 
  of fashion, and when wearing armor wear at least chain, and 
  prefer plate, while dragonborn of savage bands native to 
  the wilderness often wear no clothing or armor at all, though 
  may carry a shield. 
   
  Dragonborn have supple scaly skin, draconic faces with long 
  fang-filled snouts, glittering dragon eyes, and claw-like hands 
  and feet. Scale color can range from single color, with 
  grayish underbelly, to a mix of two or more colors, in infinite 
  varieties and patterns. Some dragonborn have vestigial 
  wings, others have short tails, and no few have horns, chin 
  spikes or tendrils, neck frills, and/or head/back fins. 
  Dragonborn typically stand more than six feet tall and weigh 
  250 pounds. Wild bands usually consist of dragonborn with 
  the same primary ancestral dragon type, while urban bands 
  are home to dragonborn with various ancestral dragon 
  types, though even these mostly congregate in chromatic 
  and metallic groups. 
   
  The dragonborn adults in a lair are usually relatively evenly 
  divided between males and females, though bands that are 
  not organized around families might be mostly of one gender 
  or another. Bands that form around families will also have a 
  number of young (1/4 HD) equal to half the adults (if in your 
  world dragonborn lay eggs, then these are half live young, 
  half eggs). 
   
  Even 1 HD dragonborn possess one 1st level dragon-magic 
  spell and the ability to use their breath weapon once per day 
  (dealing 1d6+1 damage). Most are armed with a one-
  handed melee weapon and shield, and those from civilized 
  lands will wear at least leather if not chain. Civilized 
  dragonborn 
  use 
  appropriate 
  locally-available 
  missile 
  weapons, while savage dragonborn prefer to use spears, 
  javelins, and hand-axes. 
   
  For every five dragonborn encountered there is a leidreki 
  (“leader”) with 2 HD leader. For every 10 dragonborn there is 
  a grindorm (“hero”) with 3 to 5 HD, and for every lair there is 
  a haladraka (“champion”) with 6 to 8 HD and one 9 HD 
  skarawyrm (“lord” or “lady”). If civilized, the leaders usually 
  wear at least chain if not plate mail armor, and may forgo a 
  shield in favor of use of a two-handed weapon. 
   
  WILD DRAGONBORN BANDS 
  Weapon Combination 
  Percent 
  Spear and Javelins 
  40% 
  Spear and Dagger 
  30% 
  Sword and Shield 
  25% 
  Two-handed Sword 
  5% 
   
  RUSTIC DRAGONBORN BANDS 
  Weapon Combination 
  Percent 
  Spear and Dagger 
  30% 
  Short Bow and Short Sword 
  25% 
  Sword and Spear 
  25% 
  Sword and Short Bow 
  15% 
  Two-handed Sword 
  5% 
   
  URBAN DRAGONBORN BANDS 
  Weapon Combination 
  Percent 
  Halberd or Polearm 
  40% 
  Light Crossbow 
  20% 
  Rapier and Dagger 
  20% 
  Rapier and Hand Crossbow 
  15% 
  Two-handed Sword 
  5% 
   
  There is a percentage chance equal to the hit points of the 
  lair leader that the band has a pack of 2d4 dragonhounds 
  as guards. If the lair has a pack of dragonhounds in 
  residence, there is a percentage chance (10+2d4%) that the 
  lair is also guarded by a dragon of the leader’s primary 
  ancestral dragon type (of the least HD possible, and if it 
  speaks it does not have spells). Leader types have a 5% 
  chance per HD of possessing a magic item, usually a 
  weapon or wand, and a 10% chance per HD of having 1d3 
  dragonborn scrimshaw scales, all in addition to any magic 
  items in the bands hoard. 
  ` 
  In the presence of a leader, dragonborn have a morale of 
  10 rather than 8. 
   
   
   
  
  8 
   
  Dracosteed 
  No. Enc.:  
  0 (2d4)  
  Alignment:  
  Neutral  
  Movement:  
  120’ (40’) 
   
  Fly: 
  240’ (80’) 
  Armor Class:  
  4 
  Hit Dice:   
  5** 
  Attacks:   
  3 (2 claws, bite) or breath weapon 
  Damage:   
  1d6/1d6/2d6 or see below 
  Save:    
  F5 
  Morale:   
  8 (10) 
  Hoard Class:  
  None 
  XP:   
   
  500 
   
  Dracosteeds are a combination of a horse and a dragon. 
  The body is equine, with a long neck and a horned head 
  combining the features of dragon and horse, dragon wings, 
  equine legs with claws instead of hooves, and a long, sinuous 
  dragon tail. Coloration is dark blue, green, or red, with a paler 
  underbelly. Herds are always of a single color. They attack 
  with a powerful claw and bite routine, and three times per 
  day can breathe like a dragon –electricity, poison gas, or fire, 
  as appropriate to their color, as per a dragonborn in size and 
  shape – dealing damage equal to their current hit points. 
  They invariably attack with their breath weapon on their first 
  attack. They also have resistance to lightning, poison gas, or 
  fire, as appropriate to their color, as per dragonborn.  
   
  Dracosteeds cannot speak, but they can understand the 
  language of dragons. They do not readily serve, either 
  dragonborn or other races, but can be raised from the egg 
  or from a colt to be ridden. Some of the more intelligent 
  dracosteeds can be won over by heroic or villainous types, 
  as fits their nature, and willingly join as a full partner in heroics 
  or villainy. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dragonhound 
  No. Enc.:  
  2d4 (2d4)  
  Alignment:  
  Neutral  
  Movement:  
  120’ (40’) 
   
  Fly: 
  240’ (80’) 
  Armor Class:  
  6 
  Hit Dice:   
  2** to 5** 
  Attacks:   
  1 (bite) or breath weapon 
  Damage:   
  1d6 or see below 
  Save:    
  F2 to F5 
  Morale:   
  8 (10) 
  Hoard Class:  
  XX  
  XP:   
  2 HD 
  38 
   
  3 HD 
  80 
   
  4 HD 
  190 
   
  5 HD 
  500 
   
  Dragonhounds are an ancient mix of large wolfhounds with 
  dragons. Their primary ancestry consists of blue, green, and 
  red dragons, though there is also black, white, and metallic 
  influence. Scales along their sides, back, and tail are a swirl 
  of all colors, with gray on their underbellies, and a distinctive 
  red, blue, or green coloration on their oversized heads with 
  great draconic snouts and horns. They attack with a powerful 
  bite, and three times per day can breathe like a dragon – 
  randomly fire, electricity, or poison gas, as per a dragonborn 
  in size and shape – dealing damage equal to their current hit 
  points. They invariably attack with their breath weapon on 
  their first attack. They also have resistance to fire, lightning, 
  and poison gas, as per dragonborn. Dragonhounds cannot 
  speak, but they can understand the language of dragons. 
   
   
   
   
   
  
  9 
   
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  15.COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, LLC.  
  System Reference Document Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the 
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  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden. 
  Cave 
  Cricket 
  from 
  the 
  Tome 
  of 
  Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  
  10 
   
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Golem, Wood from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger. 
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Nick 
  Louth. 
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax,  
  Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author Daniel 
  Proctor. 
  Darwin’s World, Copyright 2002, RPGObjects; Authors Dominic 
  Covey and Chris Davis. 
  Mutant Future, Copyright 2008, Daniel Proctor and Ryan Denison; 
  Authors Daniel Proctor and Ryan Denison. 
  Aerial Servant from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
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  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Demon: Juiblex, The Faceless Lord‰ (Demon Lord) from the Tome of 
  Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
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  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Erica Balsley, based on 
  original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
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  Frog, Monstrous from the Tome of Horrors, copyright 2002, 
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  original material by Gary Gygax. 
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  Peterson, based on original material by Gary Gygax. 
  Hippocampus 
  from 
  the 
  Tome 
  of 
  Horrors, 
  copyright 
  2002, 
  Necromancer Games, Inc.; authors Scott Greene and Erica Balsey, 
  based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene based, on original material by 
  Gary Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer 
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  from 
  the Tome of Horrors, 
  copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
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  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Advanced Edition Companion, Copyright 2009-2017, Daniel Proctor; 
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  Dragonborn, Copyright 2017, James Mishler; Authors James Mishler 
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  END OF LICENSE 
  
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