by Roger E. Moore (with invaluable advice from Bill Slavicsek)
(C)1995 TSR, Inc. All Rights Reserved.
This file is an updated and corrected version of an article that
first appeared in DRAGON(R) issue #206 (June 1994): "Part Dragon,
All Hero." Page numbers for the PHB and DMG refer to the pre-1995
2nd Edition versions of those books.
In the beginning, there were only humans and a handful of
demihumans as player-character races in TSR's AD&D(R) game. Sure,
there were unofficial PC races in the pages of DRAGON(R) Magazine,
and Unearthed Arcana added some demihuman races, but that wasn't
enough. Players wanted to step into the role-playing shoes of
every being there was.
Then the DRAGONLANCE(R), DARK SUN(R), and SPELLJAMMER(R)
campaigns appeared, and we had things like kender, half-giants,
and xixchil PCs running around. (Xixchil? Look 'em up.) Then came
The Complete Book of Humanoids, and everything from aarakocra to
wemics was ready for players to play. You could almost forget that
humans were even around.
Yet the richness of the AD&D fantasy universe was hardly
touched. With the release of TSR's COUNCIL OF WYRMS(TM) boxed
adventure in June 1994, the frontiers of role-playing were
expanded yet again, this time by a huge margin. In this most
fantastic of all campaign settings, players can now become the
mightiest of creatures--dragons!
But there's more! Players using COUNCIL OF WYRMS rules also
can become half-dragons, the grown offspring of the union of
certain metallic dragons and their demihuman vassals. The boxed
set provides many details on the statistics and role-playing of
these rare, unusual beings, but the topic begs for more
elaboration. Can there be half-dragons in other campaigns? If so,
how are they played, and what are they like?
This file provides an expanded look at half-dragons from other
TSR campaign worlds. Dungeon Masters must decide whether to bring
this information into their campaigns, of course, but guidelines
for its sensible use are presented.
Fantasy genetics
Some basic restrictions should be laid down regarding
half-dragons. There are important exceptions to these rules, but
for the most part they should be taken as basic fantasy "truths."
First, only male dragons and female humans or demihumans can
create half-dragon children; female dragons cannot be impregnated
by male humans or demihumans, and beings other than humans or
demihumans cannot bear a dragon's children. (An exception occurs
with the Oriental dragons, as detailed later.) Demihumans include
elves, half-elves, dwarves, gnomes, halflings, kender, and similar
humanlike races (including drow). This category does not include
giants, ogres, orcs, half-orcs, half-ogres, goblins, centaurs, and
other "nonhuman" races; for now, we'll assume that these races are
not fertile with dragons, or that dragons won't have anything to
do with them.
Second, only those dragons with the innate power to
polymorph themselves into human or demihuman shape can
interbreed with the latter while in the latter's form.
Third, interbreeding is not possible while a dragon is using a
normal polymorph self spell, so a red dragon or shadow dragon
with a fourth-level spell slot could not impregnate a human or
demihuman female.
Fourth, some dragons that might have the power to create
half-dragon offspring simply have no interest in doing so, and
actively avoid it. These are most commonly dragons who have little
or no interest in humanity or have strong prejudices against
humans, demihumans, or mammals in general, greatly preferring the
company of other dragons alone. (This point allows us to eliminate
the half-platinum, half-adamantite, half-radiant, and other
potentially over-powerful types--not a bad thing, as these
admittedly make little sense in a carefully considered campaign.
Imagine Zeus falling desperately in love with an overly
intelligent hamster and wanting the fuzzy little rodent to bear
his children. One must draw the line somewhere!)
The COUNCIL OF WYRMS set provides the rules for generating
half-dragons in the Io's Blood islands campaign, and these rules
are generally followed here. However, not all dragons on all
worlds are alike, as you will see--and there are more sorts of
dragons than just gold, silver, and bronze. As noted above, we
also open up the world of half-dragon/half-human offspring.
General notes
Much of what follows applies to half-dragon offspring whose
dragon parents were a metallic type. The material is based on the
principles set forth in the COUNCIL OF WYRMS boxed set. The
children of Oriental dragons, however, are much different in
nature and receive much different treatment.
Half-dragons are subjected to considerable prejudice in many
lands on many worlds, making the majority of them exiles and
outsiders. The idea of creatures as different as dragons and
demihumans (or dragons and humans) having offspring is considered
repugnant by most individuals of any species, even within the
COUNCIL OF WYRMS setting. For example, half-dragons have no
official place in the COUNCIL OF WYRMS setting itself, even though
this is where they are most commonly found, and most half-dragons
find themselves cast out of the societies of either parent.
Even among those dragons who willingly engage in intimate
relations with human or demihuman mates, producing half-dragon
young is basically unacceptable. A dragon may truly love a mate,
but dragon societies of almost any land find the idea of creating
half-dragons intolerable. Thus, half-dragon young are quite rare.
Half-dragon infants take the physical form of their human or
demihuman parent. Few physical features identify a newborn babe as
a half-dragon, though there are telltale signs that a careful
observer could not miss. (Fear of discovery thus leads most
mothers to leave home, never to return, to seek a secure
wilderness area to give birth--often the lair of the dragon
parent.) The half-dragon newborn usually has eyes or hair that are
the color of the dragon parent's scales, such as gold, silver, or
bronze.
As they reach adulthood, half-dragons grow tall and lean, no
matter what human or demihuman blood mixes with their draconic
heritage. The dragon heritage then begins to develop, overwhelming
"lesser" genes. During adolescence, dragonlike powers manifest
themselves. (These are called "discretionary abilities" in AD&D
game terms, as they are chosen by the player during the
character's progression.) These abilities become stronger and more
pronounced with time and use, until a half-dragon grows to full
power. Physical changes accompany the appearance of these
abilities, eventually metamorphosing the youth into a beautiful
and unique being--but the beauty is an alien one, not entirely
along human or demihuman standards.
A mature half-dragon looks like a very tall, slender humanoid
with elflike features: a thin frame, lean muscles, long limbs, and
pointed ears. It does not matter which human or demihuman stock
runs through the half-dragon's blood. Skin has the look and
texture of normal flesh, though with the pigmentation of the
draconic parent (golden, silvery, or bronze-tinged, for example).
The half-dragon's hair is luxurious and thick, of a deeper or
richer shade of the flesh's color. The fingers are long and thin,
with nails like talons. Yet the true mark of dragon heritage is in
the face, which has a remarkably reptilian appearance: snakelike
eyes, elongated features, and a hint of horns protruding from
above the temples. Half-dragons have no wings, no tails, and no
scales.
Half-dragons do not automatically learn any language except
for those taught by their parents. If the dragon parent is
present, whatever draconic languages that parent knows may be
learned, and the human or demihuman parent's native tongues also
may be picked up. (The Krynnish half-silver, detailed later, will
never start out knowing a dragon's language, as the once-dragon
parent lost the ability to speak those tongues upon
transformation.) Note the bonus languages picked up by river
spirit folk, the half-dragon offspring of certain Oriental
dragons, as shown in the section called "Half-dragon roster."
Beyond these generalities, half-dragons of various AD&D game
worlds have few things in common. A short look at each world
follows, with appropriate notes and comments.
GREYHAWK(R) campaign
Oerth is a more cosmopolitan setting than many, its peoples
long accustomed to magical displays and unusual beings in their
midst. Individual power, both physical and magical, is respected
and sought; the people of the Flanaess are on the whole practical,
calculating, materialistic, and prone to looking out for their own
interests first. This dark flavor has promoted a certain freedom
from bias among its peoples, especially in the City of Greyhawk.
One wag has commented that a stranger can be as strange as he
wants, so long as he obeys the rules of the game.
Interbreeding between dragons and two-legged mortals is thus
not unheard of here, though it will provoke anything from outrage
to sighs, pained looks, and a certain rolling of eyes. Half-dragon
offspring who survive to adulthood encounter few social stigmas in
enlightened areas, which unfortunately are few in the postwar
Flanaess. Most half-dragons will in time congregate in the City of
Greyhawk, which has become a haven for them. Indeed, in Greyhawk,
being the descendant of a dragon gives weight to a half-dragon's
social and political status as the dragon parent is assumed to be
available to perform a favor or two or to offer advice, regardless
of whether this is actually true.
A few half-dragon individuals appear in the histories of the
Flanaess and its nations. Rumors sometimes pass that one member of
the Circle of Eight had dragon ancestors in his family tree.
Still, because they look so different, half-dragons tend to be
loners and have very few associates (and fewer still trusted
friends).
Of the dragon types mentioned in the COUNCIL OF WYRMS set,
only the gold and silver dragons of Oerth can interbreed with
humans and demihumans. Bronze dragons of Oerth cannot assume human
or demihuman form, being restricted to taking the shapes of higher
mammals only.
Half-gold and half-silver: The basic statistics for these
races are as described in the COUNCIL OF WYRMS set. The half-gold
type is extremely rare, only two being known in the last 500 years
(and they were twins). The half-silver is better known; one is
rumored to operate alone in the domains of Iuz as a ranger, acting
as a combination spy, saboteur, and guerilla fighter. Three are
rumored to live in the City of Greyhawk, but little is known about
them.
Half-Greyhawk: A unique dragon type found only on Oerth is
the so-called Greyhawk dragon, which appears to be related
(probably by some common ancestor) to the steel dragon of the
FORGOTTEN REALMS(R) setting. The Greyhawk dragon, described in the
GREYHAWK MONSTROUS COMPENDIUM(R) appendix and GREYHAWK
Adventures hardbound, loves human and demihuman company, living
out much of its life in cities, particularly the City of Greyhawk
for which it was named. The Greyhawk dragon is said to be almost
as likely to have a nondragon consort as a dragon one, which has
given the city a slightly seedy reputation among knowledgeable
travelers. This preference has also given the city about a dozen
half-Greyhawks at any particular time, nearly all of whom find
gainful employment with their draconic parents.
DRAGONLANCE(R) campaign
Generally speaking, residents of the continent of Ansalon are
idealists, for good or evil. Their cousins on the continent of
Taladas are more practical and earthy, but still prone to carry
causes. More insular than the peoples of most worlds, Krynnish
folk are slow to trust outsiders and do not mingle well with those
who are not like them. This caution easily crosses over into
prejudice, and half-dragons here cannot expect easy acceptance, if
they win any degree of acceptance at all.
Of all the dragons of the world of Krynn, only two sorts have
the power to assume human or demihuman shape--gold and silver
dragons. (Bronze dragons here, as on Greyhawk's Oerth, can assume
only the forms of mammals.) Of these two, only silver dragons
enjoy taking the smaller shape. Indeed, unlike the disdainful gold
dragons who hold themselves largely apart from the affairs of
two-legged beings, silver dragons love human and elven company.
Legends are told of Huma and the silver dragon who loved him, and
of Silvara and the elf-lord Gilthanis, who vanished from the world
before the Council of Whitestone and were never heard from again.
Tragedy, however, inevitably scars any loving relationship
between mortal and dragon. Without transformation (explained
later), a dragon will far outlive its partner, and the couple will
bear no children. With transformation, the dragon loses almost all
traces of its old identity and must confront the rapidly closing
specter of death that faces all humans and demihumans. Worse, the
enemies of good dragons are many and have long memories; evil
forces would be only too happy to strike back at a silver dragon,
in whatever form, through the dragon's loved ones. The mortal
lover eventually might even reject the transformed partner for any
number of reasons, leaving the former dragon devastated and
alone--and perhaps with a child. (It must be added that this last
possibility has not yet happened, thankfully.)
Most devastating of all, however, is the almost universal
opposition that Krynnish natives--and dragons--have for any hint
of intimate relations between dragon and nondragon. The discovery
that a loving partner is actually a silver dragon has been known
to destroy a relationship, and even an accepting human or elven
partner will face horror, rage, and pity from others of his kind
who learn of the situation.
Half-silver: There have never been any Krynnish stories,
from any source, of any offspring resulting from the union of a
silver dragon and a human or demihuman. (The few tragic romances
known to legend involved a human or elven male.) There are rumors,
however, that a silver dragon who loves a mortal can be given the
chance to forever remain in mortal form, as a special gift from
the dragon-god Paladine. Such was said to be the choice that
Huma's lover faced, though she turned it down so that Huma could
find the dragonlances and fight the evil dragons of the world.
Any Krynnish silver dragon who mates with a human or demihuman
of the opposite sex will not be able to conceive children.
However, a silver dragon who is transformed by Paladine into a
mortal will be able to have children normally. Such
transformations are almost unheard of, and no examples are known
of it. These transformations, into either human, half-elven, or
elven form, would be done solely for the love of a mortal human,
elf, or half-elf, invariably of good alignment, who stands out as
an admired champion of Good.
The child of such a union always appears to have the normal
characteristics of its mother, whether she was originally a human,
half-elf, or elf (or was transformed into one). The child's silver
irises and hair are not particularly remarkable to most passersby,
as some elven races have the same features. However, the child
will show a lifelong aptitude at understanding anything said to
it, in any language. Even if spoken to in a foreign tongue, the
child has a 75% chance of making its answer clearly known.
Additionally, the offspring can reach considerable levels of
ability in whatever character class it adopts, perhaps less than a
human could do but often better than a normal elf or half-elf.
Other than this, the Krynnish half-silver has no particular
legacy, except for the undoubtedly shocking discovery that one of
its parents was once a dragon. This moment could be the one that
casts the character out into the world as an adventurer, seeking
to learn more about its parent's lost dragon heritage while trying
to keep the same knowledge a secret from potentially hostile
strangers. Unfortunately, the character's acceptance into silver
dragon society is hardly guaranteed.
FORGOTTEN REALMS(R) campaign
The people of the Realms are almost as cosmopolitan as those
of Oerth, but less inclined to self-centeredness. They are often
idealistic as well, but still prone to mind their own business and
avoid prying into the lives of strangers, who are generally
accepted and treated well but with some reserve (at least in good
societies). A half-dragon, however, will face prejudice in some
areas because of its strange appearance.
A confusing element thrown into the discussion of half-dragons
in the Realms is the issue of weredragons, a unique local race
described in DRAGON(R) issue #134 and the FORGOTTEN REALMS
adventure, FA1 Halls of the High King. This race is interfertile
with both dragons and humans, but it is not (yet) suitable for
presentation as a player character in the AD&D game, so we will
skip further discussion of it here.
Aside from the usual gold, silver, and bronze dragons (the
latter of which can assume human or demihuman form in the Realms),
a few other dragon types are present that can (and sometimes do)
interbreed with two-legged folk.
Half-gold, half-silver, half-bronze: These are all found
in the Realms, though they cannot possibly be called common or
even "rare." Even Elminster is pressed to name more than two dozen
of them known from the last thousand years of Realms history, and
some of these (who led less-than-exemplary lives) are suspected of
fabricating their "draconic" parentage to cover darker origins or
to gain a certain notoriety or respect from peers.
Half-steel: The steel dragon of the Realms, called the
Waterdeep dragon by some because it is most often found in that
city, appears related to the Greyhawk dragon through a rather
recent common ancestor. The steel dragon (described in the
FORGOTTEN REALMS supplement Draconomicon) shares many of the
characteristics and behaviors of the Greyhawk dragon. As would be
expected, there are also about a dozen or so half-steels in
Waterdeep, loosely associated as a little-known group calling
itself The Confluence. Members of The Confluence are supported by
patrons who are usually their parents, either dragon, human, or
demihuman. Half-steels travel in magical disguises or, at minimum,
in all-covering robes to avoid drawing attention. They are often
called upon to undertake missions for their patrons, and they
themselves might hire novice adventurers to perform certain
missions, though without revealing their true natures.
Drow-dragon (half-deep): The evil deep dragons of the
Realms' Underdark have only one two-legged ally: the drow. One can
hardly imagine the potential for evil of which the progeny of a
deep dragon and a drow would be capable, and this outcome is
indeed the case in nearly all "drow-dragons," as they are called.
Only two have been known to recorded history; one was slain in its
youth by jealous drow rivals, but the other gained considerable
power and may yet live somewhere in the Underdark. It is
speculated that a drow-dragon could become disenchanted with its
life underground and become a seeker of good, but the chances of
this are regarded are minuscule.
Kara-Tur campaign
Because of the unusual powers and status of the Oriental
dragons of the Realms, they and their offspring are treated here
separately from the "western" dragons of that land and other
worlds. It should be noted that thanks to spelljamming, Oriental
dragons are well established on a variety of worlds in many
crystal spheres. Still, all that is said about the half-dragons of
Kara-Tur applies to similar beings elsewhere.
Certain types of Oriental dragons of Kara-Tur are well known
to take human lovers at times, either by design or whim. (Elves
and other "western" demihumans are little known in Kara-Tur, and
Oriental dragons are not particularly interested in Oriental
demihumans such as korobokuru or hengeyokai.) Highly respected
royal families and the lowest peasant clans are equally likely to
have dragons as ancestors (possibly the same dragon), though such
an event is still quite rare. This doesn't prevent some
exaggerated boasts and outright falsehoods from being handed down
through the generations by unknowing descendants. Human ancestors
who were known to be the consorts of dragons have a special
notoriety in family histories, and are accredited with
extraordinary beauty, leadership, rightful behavior, marvelous
clothing, or other such qualities. To be the partner of a dragon,
under almost any circumstances, is often a badge of honor.
The reasons for such general acceptance are not hard to
fathom. The half-dragon offspring of Oriental dragons, known as
spirit folk, are quite beautiful by human standards. (Obviously,
different laws of genetics apply to Oriental dragons than apply to
their western cousins.) The appearance and mysterious natures of
spirit folk make them intensely attractive. Furthermore, Oriental
dragons are a central part of the much-revered Celestial
Bureaucracy of Kara-Tur, and any positive association with them is
widely sought, particularly by those whose livelihoods fall under
the sway of particular dragons in the Bureaucracy.
Two types of Oriental dragons are known to take human lovers,
and either bear or father children by them. Both are river
dragons: the chiang lung and the shen lung. Their half-human
offspring are river spirit folk, who are detailed in the Oriental
Adventures volume and Kara-Tur appendix to the MONSTROUS
COMPENDIUM supplement. River spirit folk are easily accepted into
their human parents' clans or families, though they also must obey
any directives, summons, or requests from their dragon parents
without question or delay. They are also subject to mood swings
based on the condition of their home rivers, as outlined in the
two references named above.
Half-chiang lung: These are the most common half-dragons
of Kara-Tur, but half-shen lung run a close second. The daughters
of the officious chiang lung find humans fascinating, and often
they assume human form and attempt to marry men who have caught
their fancy. These daughters' fathers, however, are far from
pleased at such liaisons, and might order their daughters (even
the married ones) to return to their river homes forever. It is
not unusual for such prohibitions to arrive too late to prevent
the birth of children, however, and after a joint upbringing by
dragon and human clans these youths are free to go adventuring if
they wish.
Such adventurers are invariably warrior types, particularly
samurai and kensai because of their high social standing and
martial excellence. The grown offspring of chiang lung and humans
are known (and sometimes feared) for their pursuit of perfection,
honor, and duty. Some eventually lead their human parents' clans,
an event that the allies of those clans celebrate and the enemies
of those clans regard with great concern, if not terror.
It does happen, if a chiang lung male is without a partner,
that he might be attracted to a human female of exceptional beauty
or talent. This is very rare, however, as male chiang lung try
very hard to discourage interbreeding of any kind. In any event,
river spirit folk born of chiang lung and humans are quite welcome
in either society, and any chiang lung elder would look upon the
achievements of his spirit folk grandchild with pride.
Half-shen lung: Nearly all that is said above about
half-chiang lung is true of the half-shen lung, who are also river
spirit folk. Most of those who go adventuring are chaotic but
honorable bushi who do not care to submit themselves to a plethora
of laws. It is also the case here that male and female shen lung
are equally attracted to opposite-sex human partners.
Dragons from other worlds
It is difficult to say much about the wide variety of dragons
across the many crystal spheres and Outer Planes, regarding any
half-human offspring they might have. About all that can be said
is that the singular dragon types, such as the platinum dragon
(variously known as Bahamut or Paladine) and the two adamantite
dragons of the Twin Paradises, is that they are too concerned with
dragons to bother much with humans.
Only one type of dragon in Wildspace is known to be able to
naturally assume human or demihuman form: the radiant or celestial
dragon. However, this dragon despises mammalian beings like humans
and demihumans, at best regarding them as intelligent rivals for
territory. There are a few cases of radiant dragons being friendly
to humankind, but these are isolated cases, and the dragons could
not possibly imagine taking a human as a mate. (Remember what was
said earlier about Zeus and the hamster.)
Other types of dragons may exist on other worlds, however,
that could interbreed with humans and demihumans. Readers with
access to DRAGON issue #170 will note the "Dragon's Bestiary"
article on ferrous dragons, and in particular will note the iron
dragon, which can assume human shape and seems to like humans a
lot. This type is used here as an example of what a half-dragon
with "nontraditional" parentage would be like.
Down to details
The AD&D game mechanics for playing half-dragons are generally
like the ones given in the COUNCIL OF WYRMS boxed set. All ability
scores are obtained using any of the character-creation methods
described in the DUNGEON MASTER(R) Guide, then applying the
appropriate ability-score modifiers (given here in the section on
each type of half-dragon).
Half-dragons use character-class Hit Dice and all standard
rules for playing human or demihuman characters. Character classes
available to half-dragons are listed in the section "Half-dragon
roster." Half-dragons of any type cannot become multiclassed or
dual-classed. They may have one class only. Tables 1-4 offer basic
information on the appearance and thieving skills of various types
of half-dragons discussed here.
Half-dragons do not have to use kits, but kits are recommended
for adding flavor to the PCs. Kits require use of the proficiency
rules outlined in the Player's Handbook and in Chapter Two of
the COUNCIL OF WYRMS boxed set's Book One: Rules. A half-dragon
PC can use any kit allowed to its class and to its human or
demihuman parent's race (including kits from the Complete Handbook
series), except the dragon-rider kit from the COUNCIL OF WYRMS set
and any kit involving the slaying or harming of dragons. A number
of kits from The Complete Book of Humanoids also are available:
(Warrior) Sellsword, Wilderness Protector; (Wizard) Hedge Wizard,
Humanoid Scholar, Outlaw Mage; (Priest) Oracle, War Priest,
Wandering Mystic; (Rogue) Scavenger, Tramp.
The offspring of Oriental dragons, river spirit folk, almost
never use these kits. Instead, they use kits reflecting their
Oriental culture. The samurai kit was detailed in The Complete
Fighter's Handbook (pages 31-32); the bushi and kensai kits were
unofficially updated for the AD&D 2nd Edition game in DRAGON issue
#189, in "The Other Orientals" (pages 28 and 30, respectively). If
this issue is not available, the DM can create similar kits using
the material from the Oriental Adventures volume.
Krynnish half-silvers, because of the unusual nature of their
campaign set-up, can become members of the Holy Order of Stars (if
clerics) or the Orders of High Sorcery (if wizards). Details on
these variant classes are found in the Tales of the Lance boxed
set (World Book of Ansalon, pages 80-96).
Two new half-dragon kits were given in the COUNCIL OF WYRMS
rules. They are repeated here, modified for use in other AD&D game
campaigns.
Exile
The exile is a half-dragon who was cast out of the community
into which he was born. His mother's relationship with a dragon
was kept secret from all neighbors, out of justified fear of their
reaction. Early in life, evidence mounted that hinted at the young
half-dragon's mixed heritage. The half-dragon thus begins
adventuring after banishment from his homeland. Forced to fend for
himself, he becomes a self-reliant wanderer seeking a place to
call his own, though shunned by many.
Settings: The exile is appropriate to the COUNCIL OF
WYRMS, GREYHAWK, and FORGOTTEN REALMS campaigns. No child of an
Oriental dragon has ever been known to be an exile, though bizarre
circumstances might cause this. A Krynnish half-silver would be
raised as a normal human or demihuman child, and also would avoid
this fate.
Requirements: Any half-dragon can be an exile, though
members of the kit are usually thieves who had to steal to stay
alive. Exiles are typically of neutral or chaotic alignment.
Role: Exiles wander the world. They fear the repercussions
that come with being a recognizable half-dragon, for such beings
are generally loathed by both sides of their genetic heritage.
Sometimes the fear is held at bay by hope, for exiles desperately
wish for a community to accept them. Many also carry deep hatred
for those who banished them and for the dragons (and humans or
demihumans) who produced them. Exiles have few or no trusted
friends, and they are usually cold and aloof, often consumed with
bitterness though they secretly hope for acceptance.
A half-dragon exile never stays in one place too long, for
eventually his true nature is revealed. Then trouble starts, and
he prefers leaving on his own before being banished again. Most
exiles perform odd jobs, carry news from location to location,
steal, and do anything else it takes to survive in the netherworld
between dragon and humans or demihumans.
Not all communities display fear and hatred toward exiles, but
most do. Those that allow them rarely make them feel welcome, but
they use the half-dragons to their best advantage, such as to
perform special missions (item recovery/theft, spying, diplomatic
go-between, etc.). While no exile enjoys being used, most will
take on this kind of work in lieu of stealing or remaining alone.
Weapon proficiencies: An exile usually selects weapons
much different from the traditional weapons (if any) of its
nondragon parent. Easily concealed weapons, such as daggers, saps,
short swords, darts, and slings are common. Large weapons common
to nobility or regular armies, such as lances, polearms, or
two-handed swords are very rarely used.
Nonweapon proficiencies: Bonus--survival.
Required--none. Recommended, general--direction sense,
fire-building, fishing, weather sense. Recommended,
warrior--endurance, hunting, running. Recommended,
rogue--juggling.
Equipment: An exile can use any weapons, armor, and
equipment suitable to his class.
Special benefits: Exiles receive one additional nonweapon
proficiency slot to fill when they are first created. Those who
have thieving skills also receive an additional 15 discretionary
skill points to distribute at creation.
Special hindrances: Because of the universal dislike of
half-dragons--and especially exiles--members of this kit receive a
-3 penalty to encounter reactions when dealing with NPCs.
Additionally, it is very unlikely that the exile will have learned
to speak any dragon language.
Wealth options: Exiles start play extremely poor. They
receive only 3d6 gp with which to purchase equipment, but at the
DM's option might have some items they managed to scavenge or
steal earlier in life.
Ward
The ward is a half-dragon who has a wealthy patron--usually
the half-dragon's dragon parent, but possibly a government body,
guild, criminal organization, or nondragon patron. This patron
provides the ward with wealth, a place to live, and tasks to
perform. Some patrons provide assistance without ever revealing
themselves; others are known to the wards, but the relationship is
kept secret from others. A dragon patron provides help either
because it is responsible for the half-dragon's birth or because
it wants to use the half-dragon as a tool. Nondragon patrons have
their own reasons for employing the half-dragon, but none do it
out of charity.
Settings: The ward is appropriate for the COUNCIL OF
WYRMS, GREYHAWK, and FORGOTTEN REALMS settings. This is a common
kit for half-dragons with silver, Greyhawk, or steel dragon
parents, especially those living in large cities like Greyhawk or
Waterdeep. It is not known to be used by the children of Oriental
dragons or by a Krynnish half-silver, who would be raised as a
normal human or demihuman child.
Requirements: Nil.
Role: When a ward is openly accepted by her patrons, she
has a place in the patron's clan or organization, if any. She is
tolerated by the dragon's allies and subordinates for work
purposes but might be shunned socially. Some wards are helped in
secret; these wander from place to place, though they do so with
better resources than exiles.
Many wards live well. Often, all their patrons ask for in
return is the same type of service their other servants provide;
the half-dragon is not so much "used" as simply employed.
Weapon proficiencies: A ward can select any weapon
available for her class.
Nonweapon proficiencies: Bonus--etiquette.
Required--none. Recommended, general--artistic ability,
dancing, riding (land-based), seamanship, swimming. Recommended,
priest--ancient history, engineering, healing, reading/writing.
Recommended, warrior--endurance, hunting, running. Recommended,
rogue--appraising, gem cutting, juggling, musical instrument.
Recommended, wizard--spellcraft.
Equipment: A ward can use any weapons, armor, and
equipment suitable to her class.
Special benefits: Wards have access to the wealth and
knowledge of their patrons. This does not mean that they are
provided with unlimited funds and supplies, but they receive aid
when they most need it, seldom more than once per year. Patrons
also are likely to provide tips and quests leading to considerable
rewards.
Special hindrances: Because of the universal distaste
often exhibited toward half-dragons, members of this kit receive a
-1 penalty to encounter reactions when dealing with NPCs. Some
wards are kept on a figurative short leash by their patrons, who
don't wish the half-dragons to gain too much freedom and perhaps
strike out on their own.
Wealth options: Wards start play with 5d6x10 gold
pieces to purchase equipment. At the DM's option, some of this
amount might be in the form of equipment, such as weapons, armor,
or other materials.
Discretionary/fixed abilities
As half-dragon characters mature and gain levels, they slowly
become more like their dragon parents. These changes are reflected
in the receiving of new abilities and powers as certain levels are
reached. Two types of new abilities are involved here:
discretionary and fixed.
Players, with their DM's permission, should decide which race
(human, elf, dwarf, gnome, halfling, kender, half-elf, etc.) is
mixed with their draconic heritage. As a starting character, the
half-dragon PC has all the racial abilities of his demihuman
parent (as detailed in the Player's Handbook or other
appropriate reference), though the character of course looks like
a half-dragon as previously described. Half-dragons with human
parents start with no racial abilities.
As half-dragons increase in level, the metamorphosis lurking
within them begins to manifest. Half-dragons at this point are
treated differently, depending on whether they have human or
demihuman parents. Note: This material does not apply to
Krynnish half-silvers or to the offspring of Oriental dragons.
At 2nd, 4th, and 6th level, the player of a half-dragon PC
with a demihuman parent can choose one of the draconic
discretionary abilities listed in the section "Half-dragon roster"
and add it to her character sheet. To balance this, the character
must lose one demihuman racial ability; this ability has been
superseded and replaced by one of draconic origin, showing the
character's inevitable shift toward dragonkind as her body
matures.
For example, a 2nd-level half-bronze/half-elf is about to take
the water breathing draconic ability. This replaces the
character's elven 60-foot infravision. A DM should decide
beforehand if the player gets to choose which ability is replaced,
or if the decision is made through random selection by player or
DM.
Fixed abilities come into play here, too, but they are not
chosen and occur regardless of other factors. At 5th level, all
half-dragons with demihuman parents gain the ability to use their
talonlike nails as claw weapons. At 7th level, they reach their
full physical maturity and stop metamorphosing. While still
obviously humanoid, they are also obviously related to dragonkind.
At 7th level, they gain the ability to use their half-dragon
breath weapon. Each of these fixed abilities must replace one
demihuman racial ability, just as happens with discretionary
abilities.
A half-dragon with a human parent has no innate racial
abilities. The discretionary and fixed abilities are received as
described above, but without the loss of any other ability.
Furthermore, discretionary abilities continue to be received by
the half-dragon at even-numbered levels beyond the 6th, as the
half-dragon/half-human character becomes increasingly dragonlike
with age. The receiving of discretionary abilities ends only when
either the half-dragon has reached its maximum level within its
character class, and thus cannot progress further and receive new
abilities, or when no further abilities remain for it to take. A
half-dragon/half-human character is likely to be more powerful in
the long run than a half-dragon/half-demihuman character.
Half-dragon roster
The following material presents all the major types of
half-dragons so far known in the various AD&D game worlds.
Ability-score modifiers are used when half-dragon characters are
generated. Alignment tendencies do not have to be strictly
followed for PCs, but most half-dragons of each type have leanings
toward the alignments given.
Half-dragons can exceed the level limits for the allowable
classes listed here if they have high prime requisite scores (as
presented in the DMG, page 15). What specific class or kit they
belong to does not matter.
Discretionary and fixed abilities available to each
half-dragon type are listed below. Note again that not all these
abilities are available to half-dragon/half-demihuman characters,
as each such character usually receives only three discretionary
abilities and two fixed abilities, no matter what level of
advancement is achieved. The children of Oriental dragons and
transformed Krynnish silver dragons, however, gain all the fixed
abilities listed from the start of play.
World (setting) abbreviations
CW: COUNCIL OF WYRMS boxed set
GH: GREYHAWK campaign (Flanaess, Oerik continent, Oerth)
FR: FORGOTTEN REALMS campaign (western lands ("The Realms"),
Toril)
KT: FORGOTTEN REALMS campaign (eastern lands (Kara-Tur), Toril)
DL: DRAGONLANCE campaign (Ansalon continent, Krynn)
OC: Other AD&D campaign
Half-Gold
Worlds: CW, GH, FR.
Appearance: Normal half-dragon with dark brown-gold hair,
golden irises, pale gold skin.
Ability-score modifiers: +2 Strength, -2 Wisdom, +1
Charisma.
Ability-score ranges: Str 7/20, Dex 4/18, Con 6/18, Int
3/18, Wis 3/18, Cha 6/18.
Starting age: 14+1d4 years.
Alignment tendency: Lawful good.
Allowable classes: Cleric (10), fighter (11), ranger (10),
mage (14), thief (9).
Discretionary abilities: Water breathing (at will); speak
with animals (at will); bless (twice per day); detect lie
(twice per day); sleep (twice per day); dragon fear (three
times per day); immune to fire; immune to gas; 90-foot
infravision.
Fixed abilities: Claw attacks (1d6/1d6); breath weapon
(spray of fire 10 feet long, damage 3d6, usable twice per day).
Half-Silver
Worlds: CW, GH, FR.
Appearance: Normal half-dragon with silver-white hair,
silver irises, very pale gray-white skin.
Ability-score modifiers: +1 Strength, +1 Constitution, -1
Intelligence.
Ability-score ranges: Str 6/19, Dex 5/19, Con 5/18, Int
3/18, Wis 3/18, Cha 5/18.
Starting age: 14+1d4 years.
Alignment tendency: Lawful good.
Allowable classes: Cleric (14), fighter (10), ranger (12),
mage (11), thief (14).
Discretionary abilities: Feather fall (once per day);
wall of fog (once per day); cloud walk (one hour per level per
day); dragon fear (twice per day); immune to cold; 90-foot
infravision.
Fixed abilities: Claw attacks (1d4/1d4); breath weapon
(spray of cold 8 feet long, damage 4d4, usable twice per day).
Half-Bronze
Worlds: CW, FR.
Appearance: Normal half-dragon with dark metallic-brown
hair, bronze irises, warm bronze (light to medium brown) skin.
Ability-score modifiers: +1 Strength, +1 Dexterity, +1
Wisdom.
Ability-score ranges: Str 5/18, Dex 6/20, Con 4/18, Int
3/18, Wis 4/18, Cha 4/18.
Starting age: 14+1d4 years.
Alignment tendency: Lawful good.
Allowable classes: Cleric (9), fighter (14), ranger (14),
mage (8), specialist wizard--illusionist (9), thief (11).
Discretionary abilities: Water breathing (at will); speak
with animals (at will); create food and water (twice per day);
ESP (once per day); dragon fear (once per day); immune to
electricity; 60-foot infravision.
Fixed abilities: Claw attacks (1d4/1d4); breath weapon (bolt
of lightning 8 feet long, damage 3d4, usable twice per day).
Half-Silver, Krynnish
Worlds: DL.
Appearance: Normal human, half-elven, or elven body (as per
mother's race) with silver hair and silver irises.
Ability-score modifiers: +1 to all rolls for human,
half-elven, or elven ability scores.
Ability-score ranges: As per mother's race.
Starting age (regardless of parentage or appearance):
15+1d6.
Alignment tendency: Lawful good.
Allowable classes (regardless of parentage or appearance):
Cleric--Holy Orders (14), fighter (15), ranger (17), specialist
wizard--High Sorcery (17), thief (14).
Discretionary abilities: Nil.
Fixed abilities: Ability to understand any intelligent
communication within 5 feet radius and to communicate in
previously unknown languages with 75% accuracy.
Half-Chiang Lung
Worlds: KT.
Appearance: Normal human body, though of great beauty, with
light golden or pale yellow skin, black hair, blue or green irises
(as per river spirit folk).
Ability-score modifiers: Nil.
Ability-score ranges: Str 6/18, Dex 12/18, Con 6/14, Int
12/18, Wis 9/18, Cha 14/18.
Starting age: 15+1d6 years.
Alignment tendency: Lawful neutral, lawful good, neutral
good.
Allowable classes: Fighter (unlimited with bushi, kensai, or
samurai kit), fighter (12 with other kit).
Discretionary abilities: Nil.
Fixed abilities: Swim at normal movement rate (12); breathe
air and water equally well; bonus languages (fishes, Celestial
Court, trade language, spirit folk); +1 bonus to saving throws vs.
all water-related spells, wands, staves, rods, and miscellaneous
magical items; -1 penalty to saving throws vs. fire-based attacks;
can lower water (as the spell) once per day by 10 feet, for five
rounds; 120-foot infravision; all wounds and diseases cured by
bathing in home river.
Half-Shen Lung
Worlds: KT.
Appearance: Normal human body, though of great beauty, with
light golden or pale yellow skin, black hair, blue or green irises
(as per river spirit folk).
Ability-score modifiers: Nil.
Ability-score ranges: Str 6/18, Dex 12/18, Con 6/14, Int
12/18, Wis 9/18, Cha 14/18.
Starting age: 15+1d6 years.
Alignment tendency: Chaotic neutral, chaotic good, neutral
good.
Allowable classes: Fighter (unlimited with bushi, kensai, or
samurai kit), fighter (12 with other kit).
Discretionary abilities: Nil.
Fixed abilities: Swim at normal movement rate (12); breathe
air and water equally well; bonus languages (fishes, Celestial
Court, trade language, spirit folk); +1 bonus to saving throws vs.
all water-related spells, wands, staves, rods, and miscellaneous
magical items; -1 penalty to saving throws vs. fire-based attacks;
can lower water (as the spell) once per day by 10 feet, for five
rounds; 120-foot infravision; all wounds and diseases cured by
bathing in home river.
Half-Greyhawk
Worlds: GH.
Appearance: Normal half-dragon, with dark gray hair,
steel-gray irises, and light gray skin.
Ability-score modifiers: +2 Intelligence, +1 Strength, -1
Dexterity.
Ability score ranges: Str 4/18, Dex 3/18, Con 4/18, Int
8/19, Wis 3/18, Cha 6/18.
Starting age: 14+1d4 years.
Alignment tendency: Lawful neutral, lawful good.
Allowable classes: Cleric (8), fighter (10), specialist
wizard--enchanter (15), mage (14), ranger (10), thief (14).
Discretionary abilities: Cast cantrip (twice per day);
cast friends (once per day); use dragon fear (once per day);
+4 bonus to saves vs. 1st-level wizard spells; +4 bonus to saves
vs. poison; 60-foot infravision.
Fixed abilities: Claw attacks (1d3/1d3); breath weapon
(spray of poisonous gas forming 10-foot-square cube in front of
character, -2 save vs. poison or die, usable twice per day).
Half-Steel
Worlds: FR.
Appearance: Normal half-dragon, with dark gray hair, light
gray skin, and two-color eyes (one silver, one dark gray).
Ability-score modifiers: +2 Intelligence, +1 Strength, -1
Dexterity.
Ability-score ranges: Str 4/18, Dex 3/18, Con 4/18, Int
8/19, Wis 3/18, Cha 6/18.
Starting age: 14+1d4 years.
Alignment tendency: Lawful neutral, lawful good.
Allowable classes: Cleric (6), fighter (11), specialist
wizard--diviner (15), mage (14), ranger (9), thief (14).
Discretionary abilities: Cast detect lie (twice per day);
cast charm person (twice per day); use dragon fear (once per
day); 25% magic resistance; ability to use any magical item meant
for mages/wizards; 60-foot infravision.
Fixed abilities: Claw attacks (1d3/1d3); breath weapon
(spray of poisonous gas forming 10-foot-square cube in front of
character, -4 save vs. poison or must feign death for 2d10 turns
as per the spell, usable twice per day)
Drow-Dragon
Worlds: FR.
Appearance: Normal half-dragon, with black hair, bright red
eyes, and deep maroon skin.
Ability-score modifiers: +2 Dexterity, -2 Wisdom.
Ability-score ranges: Str 6/18, Dex 8/20, Con 4/18, Int
5/18, Wis 3/16, Cha 3/16.
Starting age: 14+1d4 years.
Alignment tendency: Chaotic evil.
Allowable classes: Cleric (12), fighter (12), mage (15),
thief (16).
Discretionary abilities: Use detect magic (at will); cast
true seeing (twice per day); immune to charm, sleep, hold
magic; use dragon fear (once per day); +4 bonus to saves vs. and
-1 on each die of damage from heat/fire/cold/ice spells;
regenerate 1 hp/turn; 120-foot infravision
Fixed abilities: Claw attacks (1d3/1d3), breath weapon
(spray of flesh-corrosive gas 5 feet long, damage 3d4, usable
twice per day).
Half-Iron
Worlds: OC.
Appearance: Normal half-dragon, with black hair, dark gray
eyes, and medium-gray or ash-black skin.
Ability-score modifiers: +2 Strength, +2 Constitution, -2
Intelligence, -2 Wisdom.
Ability-score ranges: Str 12/20, Dex 3/18, Con 12/20, Int
3/18, Wis 3/18, Cha 3/18.
Starting age: 14+1d4 years.
Alignment tendency: Lawful neutral.
Allowable classes: Cleric (9), fighter (15), mage (8),
ranger (13), thief (14).
Discretionary abilities: Immune to all heat/fire attacks and
spells; use dragon fear (once per day); cast heat metal (twice
per day); cast stone shape (twice per day); 90-foot infravision.
Fixed abilities: Claw attacks (1d6/1d6), breath weapon
(spray of sparks 10 feet long, damage 3d6, usable twice per day).
Half-Dragon Characteristics (Male/Female)
Table 1: Height (Inches)
* Use the statistics from the Player's Handbook, page 24, for
human, half-elf, or elf, whichever form the PC's mother took.
** Assuming 5-foot average size for river spirit folk.
Table 2: Weight (Pounds)
* Use the statistics from the Player's Handbook, page 24,
for human, half-elf, or elf, whichever form the PC's mother took.
Table 3: Age Range (Years)
* Use the statistics from the Player's Handbook, page 24, for
human, half-elf, or elf, whichever form the PC's mother took.
Table 4: Thief Skill Racial Adjustments
Half-chiang lung and half-shen lung cannot become
thieves, and so have no thieving ability modifiers. Those who
become bushi have normal chances for purse-cutting,
pick-pocketing, and so forth, though half-chiang lung avoid doing
so if at all possible.
Krynnish half-silvers use whatever racial bonuses are
appropriate to their appearance (human, elven, or half-elven).
Half-Dragon PCs For All Worlds
Race Base Modifier
Half-Gold 78/72 2d8
Half-Silver 76/70 2d6
Half-Bronze 74/68 2d4
Half-Silver, K. * *
Half-Chiang Lung** 56/51 2d4
Half-Shen Lung** 56/51 2d4
Half-Greyhawk 66/64 1d6
Half-Steel 66/64 1d6
Deep Dragon 56/60 2d4
Half-Iron 76/72 2d8
Race Base Modifier
Half-Gold 180/170 4d8
Half-Silver 160/130 3d8
Half-Bronze 150/120 3d8
Half-Silver, K. * *
Half-Chiang Lung 90/70 3d6
Half-Shen Lung 90/70 3d6
Half-Greyhawk 130/120 2d6
Half-Steel 130/120 2d6
Deep Dragon 100/115 2d4
Half-Iron 170/150 4d8
Race Max. Mid./Old/Ven.
Half-Gold 300+5d10 150/200/300
Half-Silver 250+3d20 125/167/250
Half-Bronze 200+4d10 100/133/200
Half-Silver, K. * *
Half-Chiang Lung 125+3d20 62/83/125
Half-Shen Lung 125+3d20 62/83/125
Half-Greyhawk 170+4d8 85/115/170
Half-Steel 170+4d8 85/115/170
Deep Dragon 350+4d20 175/233/350
Half-Iron 400+3d10 200/267/400
Skill H-Gd H-Sv H-Bz H-Gk H-St DD H-In
Pick pockets -5 -- +5 +5 +5 -5 -5
Open locks +5 -5 -- -5 -5 -5 +5
F/R traps -- +5 -5 -5 -5 +5 +5
Move silently -10 -- +10 -- -- +10 --
Hide/shadows -- +5 +10 -- -- +10 --
Detect noise +10 -5 -- +5 +5 -- --
Climb walls -10 -5 -- -- -- +5 -10
Read languages +5 -- -- +15 +15 -10 --