Optional Half-Dragon Templates


Homebrew and House Rules


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There are many different kinds of Dragons in the world, but only one kind of Half-Dragon. With Skinwalkers, optional Tieflings, Aasimars, and Dhampir's it only seems fair to include some love for one of the most popular/abused templates of all time.
These are variations on the abilities offered by the Half-Dragon template, namely the ability score bonuses, defenses, and breath power.

Half-Outer Dragon
Unlike their (relatively) ordinary brethren, Half-Outer Dragons have no natural home or alignment. Where ever they end, most assume roles similar to their draconic parent, usually a lone wanderer if neutral, mysterious hero if goodly, or random destroyer if evil.
Whatever their alignment, Half-Outer Dragons are constantly torn between wanting to explore the stars and being forced to remain in a stable environment.
Special Defenses- Half-Outer Dragons are not immune to Paralysis, a certain type of energy, or Sleep effects. Rather, they do not breathe and are immune to effects that require breathing. This does not grant immunity to cloud or gas attacks.
They also gain SR 21, but it only functions against Transmutation Spells.
Replace the Breath Weapon with the one of the following spell like abilities, used a number of times per day equal to your racial HD.
Lunar Dragon- Blur
Solar Dragon- Dispel Magic
Time Dragon- Slow
Void Dragon- Lightning Bolt
Vortex Dragon- Displacement
Ability Score Bonuses- +6 strength, +4 constitution, +4 intelligence, +4 charisma

Half-Imperial Dragon
Widely celebrated, Half-Imperial Dragons know none of the prejudice of their chromatic or even metallic cousins. Being marked in such a manner is considered incredible fortune and in their homeland most Half-Imperial Dragons rise to positions of power. Of course, if they were to ever leave, most places don't share the same mentality.
Special Qualities- Half-Imperial Dragons are not immune to paralysis effects, sleep effects, or a certain type of energy. Instead, they may use Alter Self 3 times a day.
Replace the Breath Weapon with one of these special movement types.
Forest Dragon- Gain Woodland Stride, as the Druid ability.
Sea Dragon- Gain a swim speed of double you standard speed.
Sky Dragon- Fly speed now has good maneuverability rather than average.
Sovereign Dragon- Increase base speed by 10 ft.
Underworld Dragon- Gain a burrow speed equal to your base speed.
Ability Score Bonuses- +8 strength, +4 constitution, +4 wisdom, +2 intelligence.

Half-Linnorm
The most feared of all Half-Dragons, those born of Linnorms are capable of unspeakable evil. Incredibly arrogant, but shunned by their parents, Half-Linnorms would go to great lengths to prove their superiority, even over their own parents.
In some few remote places, these Half-Linnorm have even garnered the reputation of heroes as they seek to slay Linnorms and other dragons.
Special Qualities- Half-Linnorms do not gain wings, are not immune to paralysis effects, sleep effects, or a certain type of energy. Instead, they act as if under a constant Freedom of Movement spell and are immune to curse effects.
Replace the Breath Weapon with a curse spell like ability. Each curse may only be cast once per day and lasts the entire day. The DC to resist each curse is a Will save equal to 12+the Half-Linnorm's racial HD (minimum 3)+their charisma modifier.
Cairn Linnorm- Target takes 1 point of Constitution damage every minute until reduced 2.
Crag Linnorm- Target gains vulnerability to fire, taking 50% extra damage from fire effects.
Fjord Linnorm- Target can only hold their breath 1/2 the usual time and if spends 2 rounds submerged in water is considered sickened.
Gare Linnorm- If target imbibes any amount of liquid, they are struck by the Suffocation spell. The spell only happens once; if the target survives it the curse is lifted.
Ice Linnorm- Target gains vulnerability to cold, taking 50% extra damage from cold effects.
Taiga Linnorm- Targets gains vulnerability to electricity, taking 50% extra damage from shock effects.
Tarn Linnorm- Target cannot heal through magical means, including potions, spells, or channeling energy.
Tor Linnorm- If target takes at least 10 hp of fire damage from a single attack, they are staggered for 2 rounds, with a Fortitude save reducing it to a single round.
Ability Score Bonuses- +6 strength, +4 constitution, +2 dexterity, +6 charisma

Half-Primal Dragon
Born from Dragons that are practically part elemental themselves, Half-Primal dragons are some of the toughest and strongest creatures around. They have far fewer hangups regarding parentage in comparison to most half-breeds, considering things not concerning survival unimportant.
Most find them too blunt and willing to use their draconic advantages, but Half-Primal Dragons, even the evil ones, tend towards loyalty and responsibility.
Special Qualities- Half-Primal dragons do not gain immunity to paralysis effects, sleep effects, or a certain type of energy. Instead, they gain a single favored terrain dependent on their dragon type.
Umbral Dragon- Urban
Magma Dragon- Desert
Crystal Dragon- Underground
Cloud Dragon- Mountains
Brine Dragon- Water
Replace the Breath Power with augmented melee. Each Primal Dragon has an additional effect added to their natural attacks.
Umbral Dragon- Deals 4 extra points of negative energy damage and is considered to have ghost touch.
Magma Dragon- Deals 4 extra points of fire damage and deals that damage to any enemy that attempts a grapple.
Crystal Dragon- Deals 4 extra points of sonic damage and grants +4 on all Sunder attempts.
Cloud Dragon- Deals 4 extra points of cold damage and gains +2 attack and +4 damage against any enemy in gaseous form or effect that replicates gaseous form.
Brine- Deals 4 extra points of acid damage and any enemy that is hit by a critical hit is also stunned for 1 round. Any ability that grants the same thing, extends the stun for 1 round.
Ability Score Bonuses- +8 strength, +8 constitution, +2 intelligence.

Others
These are even more optional than the templates above. While those at least made some sense, these do not. Still, they're neat and especially allowing GM's should have fun with them. I'm mostly making them for fun.

Half-Ravener Dragons
How or why these undead monstrosities bore children is the stuff of nightmares. As Raveners themselves are incapable of laying eggs, any Half-Ravener must have a draconic father.
Special Qualities- Half-Ravener's do not gain immunity to paralysis effects, sleep effects, or resistance to a certain energy type. Instead, they gain the negative energy affinity trait, healing from negative energy and taking damage from positive energy.
Replace the Breath Weapon with the following power. All Half-Ravener Dragon's possess a greatly weakened version of their father's Soul Ward.
Minor Soul Ward- Whenever an attack would reduce a Half-Ravener Dragon below 1 hitpoint, it instead reduces him to 1 hitpoint.
Ability Score Bonuses- +6 strength, +2 dexterity, +2 wisdom, +4 intelligence, +4 charisma

Half-Jabberwock
'Twas brillig, and the slithy toves
Did gyre and gimble in the wabe;
All mimsy were the borogoves,
And the mome raths outgrabe.
Defenses- Instead of a +4 bonus to AC, Half-Jabberwock's gain DR 4/Vorpal.
Special Qualities- Are no different than a standard half-dragon's, being immune to sonic energy.
Replace the Breath Weapon with the following ability.
Minor Burble- Targeting one enemy within 30 ft, a Half-Jabberwock can Burble at them, which is a solid ball of nonsense words in various languages. This deals 1d6 sonic damage equivalent to the number of languages the Half-Jabberwock knows (max 5). This ability can be used any number of times per day, but each language can only be used for a single 1d6.
Ability Score Bonuses- +8 strength, +6 constitution, +2 wisdom, +2 charisma.

Half-Woundwyrm
A templar that falls near the World Wound may find a fate worse than death...
Movement- A Half-Woundwyrm does gain wings, but with fly speed limited to 20 ft (average maneuverability). He also gains 20 ft of swim speed and 20 ft of burrow speed.
Special Qualities- Half-Woundwyrms are not immune to paralysis effects, or sleep effects. They are immune to gaze attacks, poison, and acid damage.
Replace the Breath Weapon with power to cast Acid Fog once per day as a spell like ability.
Ability Score Bonuses- +8 strength, +6 constitution, +2 intelligence, +2 charisma

Half-Spine Dragon
Hailing almost exclusively from Numeria, Half-Spine Dragons are the most physically shunned of their kind. Rows of razor sharp spikes cover their skin, cutting both those going for punch and hug alike.
Special Qualities- Half-Spine Dragons are not immune to paralysis effects or sleep effects. They are immune to rays and sonic energy.
Replace the Breath Weapon with the following ability.
Spines- Half-Spine Dragon are always considered to have masterwork armor spikes, even when not wearing armor. Once per day they may fire these armor spikes, which functions as a normal melee attack with them, but with a range of 30 ft.
Ability Score Bonuses- +8 strength, +6 constitution, +4 wisdom.

Half-Clockwork Dragon
Not born so much as made, Half-Clockwork Dragons are far more than flesh and bone.
Movement- Half-Clockwork dragons do not gain wings and cannot fly.
Special Qualities- Half-Clockwork Dragons do not gain standard Half-Dragon immunities. Instead, they gain all immunities of the Construct type.
Replace the Breath Weapon with the following power.
Adamantine- Half-Clockwork Dragon's gain DR 4/adamantine and their natural attacks are considered adamantine.
Ability Score Bonuses- +10 Strength, +10 Dexterity


Some awesome ideas! I may include in my RHOD campaign this summer :)

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