Oni from the far east will got great lengths to steal and corrupt a dragon egg, tainting the dragon within with the oni’s vile essence. This abomination grows faster and stronger, than other of its kind does. If returned to the nest it will eat its siblings, and upon reaching the young adult stage its form changes to resemble that of eastern dragons. A poison dragon’s power eventually kills the dragon long before a normal dragon would die, but during that time and they poison water supplies, taint livestock herds, commit genocide, and devastate entire ecosystems. They enjoy devouring the innocent young of all races but they especially favor human flesh. Their poisonous blood causes them constant and intense pain, leaving them in a constant state of spiteful hostility, even the most innocent of inquires can provoke them to commit shocking acts of carnage and brutality.
Creating a Poison Dragon Creature
“Poison dragon creature” is an acquired template that can be added to any true dragon (referred to hereafter as the base creature).
A poison dragon creature uses all the base creature’s statistics and special abilities except as noted here.
Alignment: Change the creature’s alignment to chaotic evil.
Speed: young adults or older loose wings based fly speed.
Special Abilities: A poison dragon gains the following special abilities.
Accelerated Aging (Ex)
A poison dragon only requires half the number of years to reach an age category but die within 50 years of reaching the great wyrm age category.
Contaminated Blood (Ex)
Each time a poison dragon is takes slashing or piercing damage, all creatures within a 10-ft. radius must succeed on a Reflex save (DC 10 +1/2 the poison dragon’s HD + its Constitution Modifier) or be sprayed by the creature’s contaminated blood (see the contaminated blood poison below). A creature that fails its save is poisoned.
After a poison dragon is wounded in combat it can shake its body as a free action scattering the blood as a ranged touch attack (range increment 10 ft.) It can only do this once per round and only if it has been wounded again since used this ability previously.
Contaminated Blood-contact; save Fort (DC 10 +1/2 the poison dragon’s HD + its Constitution Modifier) ; frequency 1/round for 6 rounds; effect 1 pt Con (if CR 2 or less), 1d2 Con (if CR 3-5), 1d3 Con (if CR 6-10), or 1d6 Con (if CR 15 or higher); cure 2 consecutive saves.
Corrupt Breath (Ex)
If the base creature has a breath weapon that deals damage half the damage dealt by that breath weapon is as normal for the base creature (i.e. fire damage for a gold dragon, cold damage for a silver dragon, etc.), but the other half results directly from the corrupting power of the oni and is therefore not subject to being reduced by resistance or immunity.
Cursed Hoard (Su)
Bite-injury; (otherwise functions as contaminated blood poison).
Taint Water (Sp)
Once per day an adult or older poison dragon can poison (as its contaminated blood) 10 cubic feet of water. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to the dragon’s frightful presence) or become poisonous (though they also still have their standard effects). This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
Toxic Breath (Ex)
Instead of its base breath weapon, a poison dragon can replace it with toxic gas. Creatures within the cone or line must succeed on a Fortitude save or take 1 point of Con damage per age category (Fort save half). The save DC is the same as the poison dragon’s normal breath weapon. A creature that makes its saving throw against the toxic breath is immune to further toxic breath attacks from the same poison dragon for 24-hours.
Spell-Like Abilities (Sp)
A poison dragon gains *the following spell-like abilities, usable at will (unless otherwise noted) upon reaching the listed age category.
Abilities: Increase from the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +2 to CMD, +2 to the DC of any of the creature’s Strength-based DCs ) +4 Con (+2 to Fort, +2 hp per HD, +2 to any of the creature’s Constitution-based DCs).
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.