Dragon Tactics and Attacks (CWS)

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==Dragon tactics==
Every dragon type has a different approach to combat, different breath weapons, and different amounts of damage that its claws and bite can inflict. These are outlined and described below. Note that the damage caused by breath weapons is listed on TABLE 5. Movement abbreviations are: Fl=fly, Sw=swim, Jp=jump, Br=burrow.
==Gold Dragons==
Typical Tactics: Before engaging in combat, gold dragons attempt to gain the upper hand through detect lie and detect gems. They quickly use bless and luck bonus to improve their odds, and prefer to make heavy use of spells during combat.
Physical Attacks: A gold dragon's claws cause 1d10 damage, plus combat modifier. Its bite causes 6d6 damage, plus modifier.
Breath Weapon: A gold dragon has two breath weapons at its disposal. The first is a cone of fire 90 feet long, 5 feet wide at the dragon's mouth, and 30 feet wide at the end. The second is a cloud of potent chlorine gas SO feet long, 40 feet wide, and 30 feet high. Opponents save vs. breath weapon for half damage. (See TABLE 5: DRAGON INFORMATION BY AGE for breath weapon damage.)
Base Movement: 12, Fl 40 (C), Jp 3, Sw 12 (15).
==Silver Dragons==
Typical Tactics: Silver dragons seek to avoid combat except when faced by highly evil or aggressive foes. They use feather fall to halt missiles fired in their direction, and employ wall of fog or control weather to blind or confuse opponents before engaging in physical attacks. Extremely angry silver dragons with the reverse gravity ability will fling enemies helplessly into the air and snatch them. Against flying opponents, silver dragons prefer to hide in clouds (creating their own if the day is clear), waiting for an advantageous moment to leap out and attack.
Physical Attacks: A silver dragon's claws cause 1d8 damage, plus combat modifier. Its bite causes 5d6 damage, plus combat modifier.
Breath Weapon: A silver dragon has two breath weapons. The first is a cone of cold 80 feet long, 5 feet wide at the dragon's mouth, and 30 feet wide at the end. Opponents attacked by cold can save vs. breath weapon for half damage. The second is a cloud of paralyzation gas SO feet long, 40 feet wide, and 20 feet high. Opponents attacked by gas must save vs. breath weapon or become paralyzed for one round per age category of the dragon, plus 1d8 rounds. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Jp 3.
==Bronze Dragons==
Typical Tactics: As they dislike killing intelligent creatures, bronze dragons attempt to either bribe them to go away or use repulsion. They will use ESP to learn an opponent's intentions. If forced to fight, they use wall of fog to blind foes before charging into melee. In the air, they prefer to snatch. Underwater, they use airy water to maintain the effectiveness of their breath weapons.
Physical Attacks: A bronze dragon's claws cause 1d8 damage, plus its combat modifier. Its bite causes 4d6 damage, plus combat modifier.
Breath Weapon: A bronze dragon has two breath weapons. The first is a stroke of lightning 100 feet long and 5 feet wide. Opponents attacked by lightning can save vs. breath weapon for half damage. The second is a cloud of repulsion gas 20 feet long, 30 feet wide, and 30 feet high. Opponents caught in the gas must save vs. breath weapon or be forced to move away from the dragon for two rounds per age category, plus 1d6 rounds. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Sw 12.
==Copper Dragons==
Typical Tactics: Copper dragons enjoy teasing and annoying their opponents. Their techniques are often good enough to cause a foe to give up or become so angry as to act foolishly. They like to jump from side to side, even landing on rock surfaces that are inaccessible to other creatures. An angry copper dragon will attempt to mire an opponent with rock to mud, kicking those who escape back into the mired area. Foes trapped in the mud can expect to be crushed with a wall of stone or snatched up into the air. Against flying opponents, a copper dragon attempts to draw its foes into narrow gorges where it can use spider climb to out-maneuver them and force them into colliding with the rock walls.
Physical Attacks: A copper dragon's claws cause 1d6 damage, plus its combat modifier. Its bite causes 5d4 damage, plus combat modifier.
Breath Weapon: A copper dragon has two breath weapons. The first is a cloud of slow gas 30 feet long, 20 feet wide, and 20 feet high. Creatures attacked by the gas must make a save vs. breath weapon or be slowed for three rounds per age category of the dragon. The second is a spurt of acid 70 feet long and 5 feet high. Opponents can save vs. breath weapon for half damage. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Jp 3.
==Brass Dragons==
Typical Tactics: Brass dragons would rather talk than fight, and they sometimes go to great lengths to ensure a conversation. If forced into combat, a brass dragon will create a cloud of dust with its dust devil or control winds abilities before charging into melee or attempting to snatch a foe. It uses control temperature to discomfort opponents. In the face of great danger, younger brass dragons will fly out of sight and hide. Older, more experienced dragons do not use this tactic.
Physical Attacks: A brass dragon's claws cause 1d6 damage, plus its combat modifier. Its bite causes 4d4 damage, plus combat modifier.
Breath Weapon: A brass dragon has two breath weapons. The first is a cone of sleep gas 70 feet long, 5 feet wide at the dragon's mouth, and 20 · feet wide at the end. Creatures caught in the gas, regardless of Hit Dice or level, must save vs. breath weapon or fall asleep for 1 tum per age category of the breathing dragon. The second is a cloud of blistering desert heat 50 feet long, 40 feet wide, and 20 feet high. Those engulfed in the heat cloud can save vs. breath weapon for half damage. (See TABLE 5 for damage.)
Base Movement: 12, Fl 30 (C), Br 3.
==Amethyst Dragons==
Typical Tactics: If talk fails, an amethyst dragon attacks first with its breath weapon, then its psionics and spells. They never hide or try to ambush opponents, and they consider retreat dishonorable. They will run if faced with certain death, however.
Physical Attacks: An amethyst dragon's claws cause 1d 1 O damage, plus its combat modifier. Its bite causes 5d6 damage, plus combat modifier.
Breath Weapon: An amethyst dragon's breath weapon is a faceted, violet lozenge which it spits into the midst of its enemies. It can disgorge the lozenge up to a distance of 75 feet. Upon impact, the lozenge explodes with concussive force, causing damage to all creatures within 60 feet of the impact spot. Those caught in the explosion can save vs. breath weapon for half damage. Creatures of huge size and smaller must also save vs. paralyzation or be knocked down. All taking damage from the blast have a 50% chance of being knocked unconscious for 1 round per age category of the dragon, plus 1d8 rounds. (See TABLE 5 for damage.)
Base Movement: 12, Fl 40 (C), Sw 12.
==Sapphire Dragons==
Typical Tactics: Sapphire dragons like to observe possible enemies before attacking, unless drow or dwarves from another dragon's domain are present. Those who are not overtly hostile are treated to conversation and spells while the dragon attempts to determine their intentions. If a sapphire dragon or its treasure is ever threatened, it attacks immediately with its breath weapon, spells, and physical attacks. It uses psionics and special abilities to escape if faced with a more powerful foe.
Physical Attacks: A sapphire dragon's claws cause 1d8 points of damage, plus its combat modifier. Its bite causes 3d6+2 damage, plus combat modifier.
Breath Weapon: A sapphire dragon's breath weapon is a cone of high-pitched, almost inaudible sound. The cone is 75 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the end. Opponents caught in the blast can save vs. breath weapon for half damage. A second saving throw vs. breath weapon is needed to keep from fleeing in fear for 2 rounds per age category of the dragon, plus 1d6 rounds. This fear is a metabolic effect, and even those immune to magical fear suffer the results if they fail the saving throw. Deafness prevents the fear effect, but does not lessen the damage caused by the cone of sound. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Br 6.
==Emerald Dragons==
Typical Tactics: Emerald dragons prefer to start out in hiding while the traps they set work against their foes. When forced to take direct action, an emerald dragon seeks to surprise its opponents. Then it attacks with breath weapon and claws to disable as many foes as possible. Emerald dragons are not above retreating if the odds are not in their favor-but they have long memories for revenge.
Physical Attacks: An emerald dragon's claws cause 1d8 points of damage, plus its combat modifier. Its bite causes 3d6 damage, plus combat modifier.
Breath Weapon: An emerald dragon's breath weapon is a loud, keening wail that causes a sonic vibration that stretches 120 feet from the dragon's mouth. Any creatures in range suffer damage from the painful vibrations, though saving throws vs. breath weapon reduce the damage by half. A second saving throw vs. breath weapon is needed to keep from being stunned. Those stunned cannot attack or def end for 3 rounds per age category of the dragon, plus 1d4 rounds. Those who save are instead deafened and disoriented for a similar length of time, suffering a -1 penalty to attack rolls. Deafness does not prevent damage, but does offer protection against stunning and further deafness. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Br 3.
==Topaz Dragons==
Typical Tactics: When forced into combat, topaz dragons use psionics first, supplemented by spells and special abilities. They enjoy using teeth and claws, saving their breath weapon until wounded. While a topaz will readily retreat or surrender, it often attempts to return and gain surprise a few times before finally fleeing.
Physical Attacks: A topaz dragon's claws cause 1d6+ 1 points of damage, plus its combat modifier. Its bite causes 2d8 damage, plus combat modifier.
Breath Weapon: A topaz dragon's breath weapon is a cone of dehydration 70 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the end. Against liquids, one cubic foot of water dries up per hit point of damage. Creatures in the path of the cone lose 1d6+6 Strength points from dehydration. A successful save vs. breath weapon reduces the damage suffered to 1d6. This Strength loss cannot be cured by any spells less powerful than heal or regeneration spells, although intensive nursing allows a character to recover one Strength point per day. Any creature reduced to a Strength of O or less from dehydration dies instantly. (See TABLE 5 for damage.)
Base Movement: 9, Fl 24 (C), Sw 9.
==Crystal Dragons==
Typical Tactics: Crystal dragons pref er talking to fighting, and often use chann person to gain an advantage during conversation. These dragons like to plan before entering combat. They use their breath weapon to disorient foes, followed by spells and abilities as needed. Claws and teeth are used only as a last resort.
Physical Attacks: A crystal dragon's claws cause 1d6+ 1damage, plus its combat modifier. Its bite does 2d6 damage, plus combat modifier.
Breath Weapon: A crystal dragon's breath weapon is a cone of glowing shards 60 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the end. The shards slice and cut those caught in the cone, though a saving throw vs. breath weapon reduces the damage by half. A second saving throw vs. breath weapon is needed to avoid the blinding light of the dazzling shards. Those who fail are dazzled for one turn per age category of the dragon, incurring a -2 attack roll penalty. (See TABLE 5 for damage.)
Base Movement: 9, Fl 24 (C), Jp 3.
==Red Dragons==
Typical Tactics: Red dragons are confident and quick to attack, rarely sizing up a foe. Instead, they employ one of the many "perfect" strategies developed during their contemplative periods. To keep any treasure intact, red dragons prefer to land and attack with claws and bite. Only when faced with many opponents or obviously powerful foes will they use breath weapons, spells, and abilities before landing.
Physical Attacks: A red dragon's claws cause 1d10 points of damage, plus its combat modifier. Its bite uses 3d10 damage, plus modifier.
Breath Weapon: A red dragon's breath weapon is a searing cone of fire 90 feet long, 5 feet wide at the dragon's mouth, and 30 feet wide at the end. Creatures in the path of the cone can save vs. breath weapon for half damage. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Jp 3.
==Blue Dragons==
Typical Tactics: Blue dragons like to attack from a distance, making full use of their breath weapon and reducing their own risk to harm. They pref er to attack from directly above, and employ their special abilities as needed.
Physical Attacks: A blue dragon's claws cause 1d8 damage, plus its combat modifier. Its bite causes 3d8 damage, plus combat modifier.
Breath Weapon: A blue dragon's breath weapon is a 5-foot-wide bolt of lightning that streaks 100 feet in a straight line from the dragon's mouth. Creatures in the path of the bolt can save vs. breath weapon for half damage. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Br 4.
==Green Dragons==
Typical Tactics: Green dragons enjoy battle, initiating it whenever possible. A green dragon will stalk its prey for a time to observe and plan tactics. If the foe seems formidable, it will use its breath weapon, followed in quick succession by its abilities and spells. Foes who appear weak are challenged early in order to invoke as much fear as possible. To keep a fight going for as long as possible, a green tends to use only its physical attacks once melee has started.
Physical Attacks: A green's claws cause 1d8 points of damage, plus its combat modifier. Its bite causes 2d10 damage, plus combat modifier.
Breath Weapon: A green dragon's breath weapon is a cloud of poisonous chlorine gas 50 feet long, 40 feet wide, and 30 feet high. Creatures caught in the cloud can save vs. breath weapon for half damage. (See TABLE 5 for damage.)
Base Movement: 9, Fl 30 (C), Sw 9.
==Black Dragons==
Typical Tactics: Black dragons seek to ambush opponents and gain surprise. They often stalk foes for a time to determine strengths and weaknesses. They employ special abilities first, then strike with their breath weapon before closing with claws and teeth.
Physical Attacks: A black dragon's claws cause 1d6 points of damage, plus its combat modifier. Its bite causes 3d6 damage, plus combat modifier.
Breath Weapon: A black dragon's breath weapon is a 5-foot-wide stream of acid that leaps 60 feet in a straight line from the dragon's mouth. Creatures in the path of the stream can save vs. breath weapon for half damage. (See TABLE 5 for damage.)
Base Movement: 12, Fl 30 (C), Sw 12.
==White Dragons==
Typical Tactics: White dragons use the same tactics no matter what kind of opponent they are facing. They employ their breath weapon and special abilities first, then move in to engage in melee.
Physical Attacks: A white dragon's claws cause 1d6 points of damage, plus its combat modifier. Its bite causes 2d8 damage, plus combat modifier.
Breath Weapon: A white dragon's breath weapon is a cone of frost 70 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the base. Creatures in the path of the cone can save vs. breath weapon for half damage. (See TABLE 5 for damage.)
Base Movement: 12, Fl 40 (C), Br 6, Sw 12.