Attack Tactics for dragons

Updated: October, 12th, 1997

Sometime ago, I happened to roll an Undead dragon in his lair as random encounter. I hadn't set anything up, no cave layout, no tactics, no attack routines, just rolled the dice.
Since this solution was highly unsatisfying, I decided (after mangling my group just a little bit), to delve a bit deeper into the matter of dragon Combat Routines.
At the beginning of September '97, I became member of the RMSS mailing list and was very surprised, that one of the thread concernend the encounter of a dragon and the ensuing battle (mostly from the tactical point of view).
That moment, I decided to provide a tactical survey about dragon combat.
So here it is:

  1. General Comments about dragon tactics and attack patterns
  2. Attack routines from Elemental Companion, Creatures & Monsters, Creatures &Treasures I-III, Shadow World Master Atlas, etc.
  3. General use of spells for dragons
  4. Use of the dragon's special spell lists

General comments about dragons
As we all know, dragons are pretty impressive opponents, heavily armored, heavily armed and capable of an aweful lot of spells.
Most of these spells are common to any dragon, you might encounter, while the specialized spell-abilities of most dragons follow the same guidelines.
Thus it is necessary to divide the dragon's tactical actions into parts.
I'll address these points in the following paragraphs.
Note:
The material found here is partly taken form Creatures & Monsters (RMSS), the Shadow World Master Atlas, the Elemental Companion.

Physical attack patterns
In Flight
Use breath weapon (if able) and
Create a whirlwind (-75 to MM and missile attacks) by flapping its wings when close to the ground and rapidly coming to a stop
If diving on a target use one of the following (additional) options:
Horn attack; roll each critical twice and add the results
Claw Attack (use HGr table when attempting to grab a smaller foe)
Tail-Bash Attack (use HCr table, when attempting to land on a foe)
Create a whirlwind (-75 to MM and missile attacks) by flapping its wings at the end of a dive to rapidly stop
On the ground or in water
Use breath weapon (if able) and one Claw or Bash attack
Horn attack and one Claw or Bash attack
Bite attack and one Claw or Bash attack
Two Claw attacks and one Bash attack
Create a whirlwind (-75 to MM and missile attacks) by flapping its wings. When not lifting up, the wing- movement causes the dragon to present its underbelly to the opponents

General use of spells
Since dragon's are capable of casting this list up to their level, most spell list descriptions are divided into three parts, for young (around level 10), mature (around level 30) and old dragons (level 50+).

Hearthfires (RMC VII, 8.9.3)
This spell list is pretty straightforward.
Any dragon in posession of this spell list has a Lairguard spell activated for its lair.
All other spells on this list are additions to the dragon's offensive and defensive capabilities and should be used appropriately.

Spirit Mastery
  1. Young dragons
    Sleep X, Lord Sleep, Suggestion and Master of Kind are the most effective spells. The first two cause the attackers to fall into sleep (and if you use rules similar to Repel Undead, then you can greatly influence the target's RR) and the other two spells could be used to compel the target's to drop their weapons, run away, take a bath, etc.
  2. Mature dragons
    The various Word of XX spells are the most effective spells between 10th and 30th level on this list. Their main drawback is the lack of range (only 50') which is something of a security risk for a dragon.
    Especially effective among these spells is the Word of Discord which should cancel all teamwork abilities in a group quite easily.
    Phrase and Mass Word are effective as well when combined with the appropriate Words.
  3. Old dragons
    Spirit Mastery is not very effective unless combined with Lord Sleep since the usable spells are restricted to 10th level and lower.
Spell Reins
The various Spell Hold spells are really effective in combat, since maneuverability is the most important factor in fighting a dragon. When a mage's attack spells are delayed and he can't travel more then 20' per round unless he loses the spell on a possibly friendly target in range, the dragon could easily fry him from a distance.
  1. Young dragons
    Reverse spells is quite usable, since the most attacking spells are of 10th or lower level. Only a high level mage would try stronger spells due to the higher risk of ESF.
  2. Mature dragons
    For mature dragon's the higher level Spell Hold spells can come really handy since the time the spells are dleayed significally hamper the mage's offensive abilities.
  3. Old dragons
    Reversal Ture is the thing. An instantaneous spell of 50th level effectivity a 100'R area of effect and a Class I spell for most old dragons, what could a dragon want more ????
Dispelling Ways
  1. Young dragons
    The various Cancel XXX or Dispell XXX spells are not eithour their use, the duration of the spells (concentration) hamper it's effectiveity somewhat when used in turn-based combat systems.
  2. Mature dragons
    Unessence, Unmentalism, Unchanneling are not very useful since they take the normal casting time. This can cause complication when facing a larger number of opponents.
    Cancel True has the same limitations as the other Cancel XXX spells but is somewhat more effective.
    The various Dispell spells are limited due to their duration as well (at least in turn based combat systems).
  3. Old dragons
    See above statements.
Essence's Perceptions
All spells on this list are pretty much worthless in combat. Before combat, after having found the intruders (without them having found the dragon, they can be used to determine the attacker's tactic, eavesdrop their conversations and scare the hell out of them when the dragon counters their every move before they even did it.
Since the Presence spell range is multiplied by the dragon's level, this spell is really very effective to determine advancing creatures (600'+ for an old dragon).

Specialized spell lists for the various dragons
The discussion of spell lists is (if appropriate) divided into a section for the Elemental Companion and a section for Spell Law.

Dragon Type
Aether Drake
Heat Drake
Nether Drake
Air Drake
Inertia Drake
Nexus Drake
Chaos Drake
Plasma Drake
Cold Drake
Sea Drake
Dark Drake
Spirit Drake
Earth Drake
Time Drake
Electrical Drake
Vacid Drake
Fire Drake
Vibration Drake
Gas Drake
Ice Drake
Water Drake
Gravity Drake
Light Drake
Wind Drake

Aether Drake spell lists
Etheral Mastery
  1. Young dragons
    Shift and Etheral Vision are quite useful.
  2. Mature dragons
    Planar Displacement is really fun to cast against the normal non- or semi-spell user.
  3. Old dragons
    DISJUNCTION, although it would be a shame to try something like that within the dragon's lair.
Invisible Ways
All Invisibility or Unseen spells are great for any kind of protective barrier the dragon has set up.
Every now and then, it enchants another wall, boulder, etc. to become invisible. Thus a glear shot against the dragon could become much more difficult. Most of all, since the dragon can see the objects much more easily than any other non-spell user.
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Air Drake spell lists
Highriding
Why any dragon would want to know this list, aside from the Platform spells, remains a secret of I.C.E.
Use Spell Mastery to turn the platform vertical, like a shield and calculate the dragon's weight with, say 20000 lbs. That leaves this platform / shield with 20000 hits !!! A pretty good defensive barrier or invisible door.

Conveying Ways
This spell list is fun as well, when you use the Flying Disk spells and, as stated in the Spell Users Companion, put some armor on it and accelerate it to maximum speed. Thst should be just like fighter-bowling, when the fighters advance the long and narrow tunnel to the dragon's lair.

Lofty Bridge
Leaping is pretty useless for a creature that can jump further than that by itself.
All other spells should be used on the dragon only (they have a range of 10' only)
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Chaos Drake spell lists
The spell lists Chaos Mastery, Chaotic Armor and Changeling all have their uses, although hardly in combat.
Should the GM allow, a dragon could use the Chaotic Weapons list for his claw or bite attacks.
The Chaotic Armor list is really useful before going into combat, but the inherent dangers of these spells make it dubious whether a Chaotic Armor spell would be used in combat.
The same goes for the Changeling list.

Metamorphose
Why a dragon would use Metamorphose spells in combat is really impossible to tell for standard combat situations, but for all other situations, these spells are really fun.
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Cold Drake spell lists
Ice Law
  1. Young dragons
    The spells Wall of Cold, Chill Solid, Wall of Ice, Call Cold and Circle of Cold are really good defensive spells, althugh their range is somewhat limited.
    But imagine a fighter holding a sword whose grip is chilled down to -200 degrees Farenheit. The same goes for anything the PCs are forced to touch. But remember that extremely cold matter becomes more brittle with the cold!
    Ice Bolt and Cold Ball atr the standard offensive spells from this list.
  2. Mature dragons
    Try using Water-Ice on an opponent.
    All other spells are only variations of above mentionend spells.
  3. Old dragons
    see above.
Delving Ways
No combat use.
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Dark Drake spell lists
Dark Law
  1. Young dragons
    Use Dark I or Dark II to shroud your environs.
    Darkbolt I and Darkbolt II are the obvious choices for combat, but Dark II effectively limits the opponent's attack possibilities. When die Dark Drake cast Darkvision before that, he is not at all hampered by this spell.
  2. Mature dragons
    A couple of Waiting Darkness spells could be used to make the dragon able to dodge the attackers. Wherever they turn various Dark spells would deter them.
    The Darkfrie BoltI-III and the Following Darkfire Bolt spells are only an extension of normal attack bolts. The Following Darkfire Bolt has an extended range (200 feet) and thus is very useful although slow in casting.
    The Obsidian Wall really stopps an attack(er). Check the rules concerning Material Integrity for the number of hits, such a wall owuld have.
  3. Old dragons
    Dark Mastery should really make the opponents freeze in fear (Hehehe!)
Darkness
The capabilities of this list are all related to creation of darkness and looking through it. These spells are useful to hide the dragon from the attackers (especially the various Utterdark spells) and allow the dragon to look through such darkness. This spell list makes the dragon really a tough opponent, since the attackers can't distunguish between normal darkness (due to natural formations like rocks etc.) and magically created darkness hiding the dragon.
An adept GM could enlarge natural shadows (in the upper regions of a large cavern, in side-tunnels, etc.) just enough to hide the dragon without giving his location away to the attacking party (at least not until it's too late).
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Earth Drake spell lists
Earth Law
  1. Young dragons
    Earthwall, Stonewall and Earthwall True are the spells of choice for a young Earth Drake. Purely defensive, they can complicate the adventurers lives a great deal (imagine a labyrinth made with Earthwall True spells, full of double walls for the dragon to hide).
  2. Mature dragons
    For a mature dragon, this list is infinitifely more useful.
    The labyrinth could be made of stone and melded together, making the destruction even more difficult.
    Unstone is really great to create a prepared avalanche. Simply destroy the center-stone of such an arrangement and the whole mountainside could come crashing down.
    Tremors can be pretty terrifying in itself, but in a previously prepared cave (use Cracks Call to weaken the walls and ceiling, create bassins of water with Stonewall True as a damm. This layout could very well drown the adventurers when propperly placed and destroyed by an earthquake).
    Or you could soften up the very difficult, overhanging part of a cliff the attackers are currently climbing with Stone to Mud.
    One very successful strategy includes a vertical wall leading up to an entrance to the dragon's lair which is too small for the dragon to use. A perfect place to enter the lair for a cunning adventurer (at least that's what they think ;).
    The Cave mound is easily large enough to let the dragon pass. By using several Stone Wall True spells, the entrance looks much smaller. Furthermore, the vertical wall is made about 30' higher by using several Stone Walls, customized to 6' thick and 5' heigth by using Spell Mastery.
    The walls are connected to each other and to the cliff by Meld Wall spells.
    Several parts of the wall are casved out to about 0.5 feet from the rear. The walls used to change the cave mound's entrance are made only 0.5 foot thick.
    Attacking adventurers have to climb a large potion of the wall that is not real but the dragon should have made the utmost efforts to make it realistic.
    When the attackers now have reached the false wall, the dragon can either Unstone it or simply crash through, showering the adventurers with large boulders and hopefully throwing some of them off the cliff.
  3. Old dragons
    Even more so !!!
Deep Earth Commune
No combat aplication.

Earth Mastery
This list has almost of the same applications as Earth Law. The various XXX to Dust spells are only marginally different from Unearth or Unstone in usage, although they are available at a much lower level.

Earthblood's Ways
This spell list is only available within an Earthnode. Only GMs who allow these phenomena need this list. Those should be well aware of the various possibilities in this list.
  1. Young dragons
    Due to the enhanced abilities of a dragon's Presence spells, the use of the spell Earthpresence is obsolete.
    Earthblood's Awareness on the other hand is, due to the enhanced area of effect, very effective to determine the actions and position of attackers within an Earthnode.
    All other spells up to tenth level are quite useless for combat.
  2. Mature dragons
    Earthmight is nothing a dragon would need, as long as the stated mechanism is used. Should the GM change the mechanics of this spell, this spell might be worth another look (instead of changing into a Troll, which would diminish the dragon's abilities, add the troll's physical stats to the dragon's stats. That should add some points: between +20 and +60 to St, +20 to +30 to Co, +40 to +120 to Si, etc.)
    Earthcloak could hide the dragon until he has moved into attack position
    Earthbeast or Earthsummons would enhance the dragon's attack potential by adding some other attackers (e.g. a mature Lesser Drake)
  3. Old dragons
    See above
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Electrical Drake spell lists
Light Law
  1. Young dragons
    Usage of Light, Dark spells of various levels should make it possible to stage the place of the attack according to the dragon's wishes.
    Shock Bolts might mot be the best attack spells, but they hit their targets just as well and can be aearned at a fairly low level.
    Sudden Light spells can stun the attackers at a pretty long distance (100')m, softening them up for a Breath Weapon attack.
    The Lightning Bolt should be pretty useless at this stage (unless you add some inate familiarity with this spell to the dragon's arsenal).
  2. Mature dragons
    Mature Dragons should concentrate on using Lightning Bolts of every variety (Lightning Bolt I, Lightning Bolt II, Lightning Bolt III, Corner Lightning Bolt and Following Lightning Bolt). They all use the same Directed Spell Ability and should be able to devastate almost every opponent.
    Using Utterdark and a cone of Lightning could make for an unpleasant surprise.
  3. Old dragons
    Light Mastery, what else ???
Detecting Ways
No obvious application to combat situations.
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Fire Drake spell lists
Fire Law
  1. Young dragons
    Warm up your treasures with Heat Solid and see adventurers jump.
    Use Wall of Fire, Call Flame and Circle Aflame to harass and soften up your enemies. Just imagine the effect of fire on the leather straps of a Paladin's armor. This effect is important since most PCs make their armor heat-resistant but forget the straps to hold the armor in place. The same goes for padded clothing worn under plate armor. Although the plate armor might be heat-resistant, it still gets hot.
    Fire Bolts and Fire Balls are effective but are only learned at a comparatively high level.
  2. Mature dragons
  3. Old dragons
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Gas Drake spell lists
Confusing Ways
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Lesser Illusions
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Liquid Alteration
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Gravity Drake spell lists
Movement Enhancement
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Rapid Ways
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Heat Drake spell lists
Fiery Ways
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Mana Fires
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Ice Drake spell lists
Ice Law
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Solid Manipulation
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Inertia Drake spell lists
Doom's Law
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Arm's Way
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Light Drake spell lists
Light Law
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Light Molding
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Illusion Mastery
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Brilliance Magic
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Nether Drake spell lists
Nether Mastery
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Recreations
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Absorb Knowledge
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Nexus Drake spell lists
Gate Mastery
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Spell Wall
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Plasma Drake spell lists
Plasma Mastery
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Mana Fires
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Sea Drake spell lists
Water Law
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Spirit Drake spell lists
Spirit Summoning
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Spirit Healing
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Spirit Mastery
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Moon Madness
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Entity Mastery
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Time Drake spell lists
Time Senses
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Death Mastery
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Future Visions
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Past Visions
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Time's Bridge
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Vacid Drake spell lists
Inner Wall
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Protection
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Vibration Drake spell lists
Sound's Way
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Essence Hand
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Sound Molding
  1. Young dragons
  2. Mature dragons
  3. Old dragons
True Sight
  1. Young dragons
  2. Mature dragons
  3. Old dragons
True Perception
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Sound Control
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Sound Projection
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Water Drake spell lists
Water Law
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Liquid Alteration
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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Wind Drake spell lists
Wind Law
  1. Young dragons
  2. Mature dragons
  3. Old dragons
Attack Avoidance
  1. Young dragons
  2. Mature dragons
  3. Old dragons
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