There be Dragons… In the MERP module, Creatures of Middle-Earth, it lists all the Great Dragons of the Grey Mountains. But the module does not include all the Great Dragons mentioned in the MERP modules. This article is an attempt to catalog all the named Great Dragons mentioned in MERP modules, Decipher’s Lord of the Rings series, and other reputable fan publications such as Other Hands.
Guidelines Dragons come in all sorts of shapes and sizes. It is hard to categorize them. It is especially nonsensical to categorize them by color or metallic composition. Dragons are by their very nature individualistic. Some crawl, others slither, while others miraculous fly. It is not to say there are not some generalities. There are; and it is these generalities that provide a broad classification of dragons. These classifications are detailed in MERP Creatures of Middle-Earth and Decipher’s Fell Beasts and Wonderous Magic. Most readers will know some of these classifications such as Cold Drakes, Fire-Drakes and Water-Drakes. With these classifications there are some basic powers/abilities that all Great Dragons share. All the Great Dragon mentioned in the article, unless noted otherwise, will have the listed powers/abilities below. Strength of Form - Due to the immense size, all strikes against a Dragon are on the Huge Critical tables. This applies to both physical and attacks and spells. Impervious Armor – Dragonskin is amazingly tough and provides Dragons with magical protection. This protection improves over age as overlapping scales toughen. Unless stated otherwise, Dragons have scales equivalent to the finest Plate Armor. And being the magical creatures that they are, they have protection from the elements and spells attacks. All elemental and spell attacks are halved. And they are highly resistant to spells and enhancement. Only powerful spell casters can over come a Dragon’s innate magical protection. Their magic RR (for all Channeling and Essense spells) is twice their level. For example a level 29 Dragon would resist all spells with a +58 RR. Enhanced Senses – Dragons can see perfectly well in utterly dark places, and they can sense the shapes of creatures from the Shadow-World. They also have superb vision, hearing smell, and taste with gives them +30 to perception rolls. Presence – Dragons are terrifying creatures. Anyone coming within sight of a Dragon makes a RR versus a 5th level Fear spell. Captivating Eyes – A dragon’s eyes can captivate anyone. A dragon’s concentrated gaze is the equivalent of a Charm or Hold spell (RR level being equal to half the Dragon’s level). Dragon Blood – Dragon blood (10th level RR) is highly toxic and should be handled with extreme care. Only a highly trained alchemist can control the toxic nature of Dragon blood to some degree. Dragon blood immediately dissolves contacted metal and organic material in 1-10 rnds and corrodes metal and dissolves organic material in 1-20 rounds. Birth Spot – Despite all of their strengths, Drakes have a flaw in their defenses known as a "birth spot," it is an imperfection in the scales. It could be because the scales fail to develop or in rare Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
causes a large wart. With the exception of the Dragon's eyes, it is the only vulnerable point on the creature's body. If found by a lucky opponent (e.g. Bard the Bowman), this flaw can spell the Drake's doom. The flaw acts as No Armor with 0 DB and +20 to opponent’s OB. In addition, any critical is treated on the Large Creature Critical tables. Multiple Attacks - A dragon can attack numerous targets at the same time with each limb and tail (or bite) getting one attack per round. Slow-Healing - Due to their acidic blood, dragons heal slowly. Minor wounds might take months to heal whereas major wounds might take years. The below are the Great Drakes mentioned in the various publications of MERP and Decipher but were not mentioned in Creatures of Middle-Earth. Most of the dragons listed have additional powers or abilities. They are noted below in the individual entries. The dragon's stats were taken from the publication and are in MERP format. Whenever there were gaps; assumptions, common sense or pure imagination were used to fill in the gaps. If something does not look right or you feel that a drake should have additional powers, by all means change it to best suit your world of Middle-Earth. Note that the pictures and drawings found within this document are taken from Decipher's or MERP's publications and were taken without permission. These pictures and drawings are the property of Decipher and Iron Crown Enterprise.
Earcaraxe: MERP Statistics Name Earcaraxe the Sea Drake
Lvl 30
MM 25
Hits 325
AT PL
DB 50
Shld N
Melee OB 150/Hbi, 120/HGr, 140/Hba, 100 Water bolt, 55 Water ball
Notes Water-Drake, 65’ long. Greenish Blue hue
Publication: ICE’s Middle Earth Collectible Card Game (MECCG) & Decipher’s Hall of Fire Ezine Home: Between the waters of Southern Gondor and Umbar Spells: PP 120. Base Spells 30, Directed Spells 65. Earcaraxe is a Greater Sea Drake as such she has learned a few years in her lifetime that makes her formidable spell caster. She knows the following Channeling spell lists to 20th level: Weather Way, Detections Mastery, Sound Ways and Spell Defense. She also knows the following Essence spell list to 20th level: Lesser Illusions, Water Law, and Fluid Destruction. Additional Powers: Shroud of Fog – Earcaraxe can call a dense fog once a day. When traveling, she is fond of shrouding herself in fog. She can also project the fog once a week within 20 miles of her. It will be no larger than two leagues by two leagues. Bright Lights – Water Drakes are afraid of bright sunlight or voracious fires. When confronted with bright lights, it momentary stuns. Water Bolt Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Water Drakes spew out water with great destructive force. Earcaraxe is able to spit a water bolt with a range of 300’ and a water ball with a range of 150’ and radius 25’. Horde: none
Delgalen: MERP Statistics Name Delgalen the Dreadful
Lvl 25
MM 20
Hits 350
AT CH
DB 30
Shld N
Melee OB 110/Hbi, 80/Hgr, 150/Hba, 150 Water bolt, 75 Water ball
Notes Water-drake, 94’ long, Bluish-green hue.
Publication: Other Hands Home: In the waters of Southern Gondor Spells: PP 50. Base Spells 25, Directed Spells 55. Delgalen is a Greater Sea Drake as such she has learned a few spells, which makes her a formidable spell caster. She knows the following Essence spell list to 20th level: Essence Perceptions, Essence Ways, Illusions, Spell Defense, and Water Law. Additional Powers: Shroud of Fog – Delgalen can call a dense fog once a day. When traveling, she is fond of shrouding herself in fog. She can also project the fog once a week within 20 miles of her. It will be no larger than one league by one league. Bright Lights – Water Drakes are afraid of bright sunlight or voracious fires. When confronted with bright lights, it stuns. Water Bolt - Water Drakes spew out water with great destructive force. Delgalen’s water bolt has a range of 300’ and a water ball with a range of 150’ and radius 20’. Mighty Crash – Delgalen tends to leap out of the ocean to crash mightily down causing a large tidal wave. This has the effect of causing small boat to capsize (Hard Sailing MM to avoid). On larger ships, sailors will need –20 Hard MM to avoid falling overboard. Horde: 2000-5000gp, Lake Gloves- bluish-green leather glove acts as arm greaves (no encumbrance) and provides +10 DB; it also allows the wearer to swim at twice the normal rate. Six dragon eggs.
Turukulon: MERP Statistics Name Turukulon the Worm
Lvl 25
MM 20
Hits 295
AT RL
DB 80
Shld N
Melee OB 85/Hbi, 100/HCl, 70/Hba, 90 Fire bolt, 45 Fire ball (20’ radius)
Notes Winged Fire Drake, 30’ long. Bluish-black scales.
Publication: MERP Dunland Home: Dunland Spells: PP 50 *3pp (magic collar). Base Spells 25, Directed Spells 75. Turukulen is a Greater Winged Fire Drake with great knowledge of magic. The following are his spell lists: Concussion Way, Sound’s Way, Light’s Way to 10th level. The following Essence spell lists to 20th level: Essence Perceptions, Rune Mastery, Spell Wall, Unbarring Ways, Lesser Illusions and Detecting Ways; and the following Essence spells list to 10th level: Spirit Mastery, Invisible Way’s, Lofty Bridge, Dispelling Ways. Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Additional Powers: Fire Bolt – Fire Drakes can spit out fire as a weapon. His fire bolt has a range of 70’ and a fireball range of 50’ with a radius of 20’. Great Breath – Due to the intensity of Turukulon’s breath it receives an additional +10 to Heat Critical. Strength of Will – The evil Will of Turukulon attracts other evil minions or persons of evil dispositions to serve and spy for him. One such minion is a malevolent dwarf listed below. Those NPC of evil dispositions must resist a 10th level RR or fall under Turukulon’s swayed when in the presence of the worm. Buffet of Air - Winged Dragons can stir the air within a range of 300', creating the equivalent of a local hurricane (treat as +20 Airbolt attack). Limited Flight- Turukulon wings are slightly stunted from birth. He is able to fly for a mile and glide three miles. Riddle Talk - All Great Dragons being the arrogant prideful beasts that they are enjoy praises and a good test of wits in the form of riddles. Turukulon is more suspectible to praises and good game of riddles than most drakes. A PC wanting to engage Turukulon into conversation must successfully conduct Medium MM. (PC can add their leadership and influence skills.) Horde: 3000-9000gp, Aegist- +25 Troll-Slaying spear that provides an additional Impact critical. +10 Helm of Night Seeing. Purfin
9
5
105
CH
35
Y
MM 20
Hits 299
AT PL
DB 45
Shld N
120/wh 90hcb
Dwarf Warrior, +15 War hammer, +15 Chain mail and armor, +10 crossbow, +5 bolts and +5 smith tools
Aivnec: MERP Statistics Name Aivnec the Fire-Drake
Lvl 21
Melee OB 105/Hbi, 115/HCl, 100/Hba, 90 Fire bolt, 50 Fire ball (50’ radius)
Notes Wingless Fire Drake, 90’ long. Orange Red scales.
Publication: MERP Phantom of the Northern Marches Home: Northern Marches Spells: None. Additional Powers: Mighty Crash – Aivnec tends to crash mightily down on the ground causing a +59 Unbalancing attack on everything within 100’. Anyone who takes damage from this must also make a Hard (-10 MM) roll to avoid falling over. Immunity to Fire – Aivnec is immune to any heat and fire attacks. Fire Bolt – Fire Drakes can spit out fire as a weapon. His fire bolt has a range of 90’ and a fireball range of 50’ with a radius of 50’. Superb Enhanced Senses – Dragons can see perfectly well in utterly dark places, and they can sense the shapes of creatures from the Shadow-World. Aivnec, though, has senses that are above the norm for drakes. His vision, hearing smell, and taste with gives him +100 to perception rolls making ambushing the drake nearly impossible (use Absurd MM). Horde: None.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Scorba: MERP Statistics Name Scorba the Worm
Lvl 60
MM 20
Hits 600
AT PL
DB 60
Shld N
Melee OB 160/Hbi, 160/HCl, 120/Hba, 66 Fire bolt, 33 Fire ball (30’ radius)
Notes Winged Fire Drake, 100’ long. Golden red scales.
Publication: MERP Angmar Home: Border of Angmar Spells: PP 240. Base Spells 60, Directed Spells 90. Scorba is a Greater Fire Drake as such he has learned a few spells, which makes him a formidable spell caster. He knows the following Essence spell list to 30th level: Essence Perceptions, Essence Ways, Spell Defense, Detention Mastery, Unbarring Ways and Fire Law. Additional Powers: Superb Enhanced Senses – Dragons can see perfectly well in utterly dark places, and they can sense the shapes of creatures from the Shadow-World. Scorba, though, has senses that are above the norm for drakes. His vision, hearing smell, and taste with gives him +100 to perception rolls making ambushing the drake nearly impossible (use Absurd MM). Buffet of Air Winged Dragons can stir the air within a range of 1000', creating the equivalent of a local hurricane (treat as +50 Airbolt attack). Fire Bolt – Fire Drakes can spit out fire as a weapon. His fire bolt has a range of 300’ and a fireball range of 150’ with a radius of 30’. Great Lore - Scorba has obtained great knowledge through the hundreds of years of existence. He is able to provide any tidbit lore as if he was an expert in the area (treat as +20 to all lore). Dragon Curse - Scorba has the unique ability among dragon’s to curse a being. The curse is up to the GM but it often leads to the down-fall of cursed individual either through lost of life or outcast from society. The curse RR is equal to half the dragon’s level. For whatever reason this ability is rarely used and often time it is issued right before the drake’s death. Horde: 2000030000gp if not more. Numerous artifacts.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Corlagon the Red: MERP Statistics Name Corlagon the Red
Lvl 30
MM 30
Hits 300
AT CH
DB 80
Shld N
Melee OB 100/Hbi, 100/HCl, 75/Hba,
Notes Winged Cold Drake, 50’ long. Red scales.
Publication: MERP Angmar Home: Border of Angmar Spells: PP 90. Base Spells 30, Directed Spells 60. Corlagon is a Greater Cold Drake as such he has learned a few spells, which makes him a formidable spell caster. He knows the following Essence spell list to 20th level: Calm Spirits, Detection Mastery, Essence Perceptions, Ice Law and Spell Defense. Additional Powers: Buffet of Air - Winged Dragons can stir the air within a range of 700', creating the equivalent of a local hurricane (treat as +35 Airbolt attack). Horde: 1000-5000gp. Aeglin - +30 holy sword burns with a blue light in the presence of evil and contains a spirit dedicated to the destruction of evil. It delivers an electrical strike (crit) with each normal critical.
Eldran the Frigid: MERP Statistics Name Eldran the Frigid
Lvl 35
MM 35
Hits 496
AT PL
DB 50
Shld N
Melee OB 135/Hbi, 130/HCl, 100/Hba,
Notes Cold Drake, 95’ long. Bluish-silver scales.
Publication: MERP River Running Home: Near the Iron Hills Spells: PP 105. Base Spells 35, Directed Spells 60. Eldran is a Great Cold Drake as such he has learned a few spells, which makes him a formidable spell caster. He knows the following spell lists to 20th level: Essence Perceptions, Essence Ways, Spell Defense, and Water Law. Additional Powers: Frigid Presence – Eldran mere presence projects a blast of cold area. Anyone within 100 feet of Eldran mus resist magical cold as 5th level spell. Failure to resist forces the victim to act a –20 to all actions due to numbness and extreme cold. Riddle Talk - All Great Dragons being the arrogant prideful beasts that they are enjoy praises and a good test of wits in the form of riddles. Eldran is more suspectible to praises and good game of Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
riddles than most drakes. A PC wanting to engage Eldran into conversation must successfully conduct Medium MM. (PC can add their leadership and influence skills.) Immunity to Cold – Eldran is immune to any cold attacks. Persuasion - Eldran is able to ‘charm’ individuals by concentrating his voice towards any individual or individuals. His voice acts as a 15th level Charm Spell to anyone who hears it. Dragon Curse - Eldran has the unique ability among dragon’s to curse a being. The curse is up to the GM but it often leads to the down-fall of cursed individual either through lost of life or outcast from society. The curse RR is equal to half the dragon’s level. For whatever reason this ability is rarely used and often time it is issued right before the drake’s death
Horde: None.
Seahmutha: MERP Statistics Name Seahmutha the Water Drake
Lvl 22
MM 20
Hits 294
AT PL
DB 40
Shld N
Melee OB 140/Hbi, 120/Hgr, 140/Hba, 100 water bolt, 50 water ball (radius 25’)
Notes Water Drake, 80’ long. Dark greenish blue scales.
Publication: MERP Lake-Town Home: Long Lake Spells: None. Additional Powers: Bright Lights – Water Drakes are afraid of bright sunlight or voracious fires. When confronted with bright lights, it stuns. Water Bolt - Water Drakes spew out water with great destructive force. Seahmutha has a water bolt with a range of 300’ and a water ball with a range of 150’ and radius 25’. Note – Seahmutha is not a Great Drake but is mentioned in the MERP LakeTown. Therefore, she is listed here. Horde: 1500-2500gp. Naegling - +15 magical sword with a black pearl pommel that allows
the casting of both Stunning (at twice the wielder’s level) and True Aura twice per day. Numerous other magical items. Karikmorathur: MERP Statistics Name Karikmorathur the Twilight
Lvl 30
MM 35
Hits 500
AT PL
DB 50
Shld N
Melee OB 120/Hbi, 120/HCl, 120/Hba,
Notes Cold Drake, 55’ long. Black.
Publication: MERP Arnor Home: Lake Nenuial Spells: PP 60. Base Spells 30, Directed Spells 60. Karikmorathur is a Great Cold Drake as such she has learned a few spells, which makes him a formidable spell caster. He knows the following Essence spell list to 20th level: Essence Perceptions, Essence Ways, Spell Defense, and Water Law. Additional Powers: Chameleon – Karikmorathur is able to change color to match the environment. This results providing her a +20 Stalk & Hide rolls. Silence Ways – Karikmorathur is able to
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
magically move through water without making a sound. This ability provides an additional +20 to Stalk & Hide rolls. Horde: Four eggs.
Canadras the Frigid: MERP Statistics Name Canadras the Frigid
Lvl 30
MM 20
Hits 450
AT PL
DB 55
Shld N
Melee OB 110/Hbi, 110/HCl, 110/Hba, +90 Ice bolt, +45 Ice ball (20’ radius)
Notes Ice Drake. 35’long. Grayish hue scales.
Publication: MERP Northern Waste Home: Far North in Forochel Spells: PP 90. Base Spells 30, Directed Spells 80. Canadras is a Great Cold Drake as such he has learned a few spells, which makes him a formidable spell caster. He knows the following Essence spell list to 20th level: Calm Spirits, Detection Mastery, Essence Perceptions, Essence Ways, Illusions, Spell Defense, and Cold Law. Additional Powers: Frigid Presence – Canadras mere presence projects a blast of cold area. Anyone within 100 feet of Canadras must resist magical cold as 5th level spell. Failure to resist forces the victim to act a –20 to all actions due to numbness and extreme cold. Riddle Talk - All Great Dragons being the arrogant prideful beasts that they are enjoy praises and a good test of wits in the form of riddles. Canadras is more susceptible to praises and good game of riddles than most drakes. A PC wanting to engage Canadras into conversation must successfully conduct Medium MM. (PC can add their leadership and influence skills.) Great Lore - Canadras has obtained great knowledge through the hundreds of years of existence. He is able to provide any tidbit lore as if he was an expert in the area (treat as +20 to all lore). Ice Bolt – Ice Drakes spew out ice with great destructive force. Canadras’s ice bolt has a range of 400’ and a ice ball with a range of 200’ and radius 20’. Immunity to Cold – Canadras is immune to any ice or cold attacks. Horde: 3000-5000gp. Galgrinic Hammer – great smithing tools.
Gondring the Worm: MERP Statistics1 Name Gondring the StoneCold
Lvl 38
MM 25
Hits 460
AT CH
DB 55
Shld N
Melee OB 130/Hbi, 100/HCl, 160/Hba, +80 Ice bolt, +40 Ice ball (20’ radius)
Notes Ice Drake, 25’ long. Silver-white scales.
Publication: MERP Northern Waste Home: Far North in Forochel Spells: PP 114. Base Spells 38, Directed Spells 90. Gondring is a Great Ice Drake as such he has learned a few spells, which makes him a formidable spell caster. He knows the following Essence spell list to 20th level: Detection Mastery, Essence Perceptions, Essence Ways, Water Law and Ice Law to 30th level. 1
These stats are from Palantir Quest vice from Northern Wastes, both MERP modules.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Additional Powers: Ice Bolt – Ice Drakes can spit out ice as a weapon. His ice bolt has a range of 200’ and an ice ball range of 100’ with a radius of 20. Riddle Talk - All Great Dragons being the arrogant prideful beasts that they are enjoy praises and a good test of wits in the form of riddles. Gondring is more susceptible to praises and good game of riddles than most drakes. A PC wanting to engage Gondring into conversation must successfully conduct Medium MM. (PC can add their leadership and influence skills.) Chameleon – Gondring is able to change color to match the environment. This results providing her a +20 Stalk & Hide rolls. Horde: 2000-4000gp. Mithiril - +20 Mithiril two-hand sword. Sapphire Ring *4PP.
Gorlos the Worm: MERP Statistics Name Gorlos the Worm
Lvl 40
MM 30
Hits 478
AT PL
DB 55
Shld N
Melee OB 110/Hbi, 120/HCl, 110/Hba, +90 Ice bolt, +45 ice ball (radius 25’)
Notes Ice Drake, 55’ long. Silver white scales.
Publication: MERP Mount Gundabad Home: Near Mount Gundabad Spells: PP 120. Base Spells 40, Directed Spells 95. Gorlos is a Great Cold Drake as such she has learned a few spells, which makes her a formidable spell caster. She knows the following Essence spell list to 30th level: Detection Mastery, Essence Perceptions, Essence Ways, Ice Law, and Water Law. Additional Powers: Ice Bolt – Ice Drakes can spit out ice as a weapon. Gorlos’ ice bolt has a range of 250’ and a iceball range of 125’ with a radius of 20. Great Breath – Due to the intensity of Gorlos’s breath it receives an additional +10 to Impact Critical. Chameleon – Gorlos is able to change color to match the environment. This results providing her a +20 Stalk & Hide rolls. Great Lore - Gorlos has obtained great knowledge through the years. She is able to provide any tidbit lore as if she was an expert in the area (treat as +20 to all lore). Horde: 8000-12000gp. Mithiril Chain armor +20 wears as rigid leather armor. Magic Belt of link silver and set with pearls and diamonds adds +5 to Presence and Appearance stats.
Ningarach: MERP Statistics Name Ningarach
Lvl 15
MM 65
Hits 200
AT RL
DB 50
Shld N
Melee OB 90/Hbi, 100/HCl, 100/Hba, +60 Gas Breath, +30 Gas Ball (radius 50’)
Notes Marsh Drake, 25’ long. Greenish brown scales
Publication: MERP Mount Gundabad Home: Near Mount Gundabad Spells: PP 60. Base Spells 25, Directed Spells 30. Ningarach is a Great Marsh Drake as such she has learned a few spells, which makes her a formidable spell caster. She knows the following Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Essence spell list to 10th level: Calm Spirits, Detection Mastery, Essence Perceptions, Essence Ways, Ice Law, and Water Law. Additional Powers: Gas Breath– being a Marsh Drake, Ningarach uses a gas breath. It is breath weapon as either a Fire Bolt with range of 300’ or as a Fireball with range of 100’ (radius 50’). It has an additional acidic critical. Horde: 2000-3000gp. Celagrom – dwarf made mace with +30 OB, it is slaying goblins and trolls. The ball glows faintly within 200’ of goblins and trolls.
Mandrake the Wicked: MERP Statistics Name Mandrake the Wicked
Lvl 24
MM 30
Hits 258
AT CH
DB 40
Shld N
Melee OB 110/Hbi, 100/HCl, 90/Hba
Notes Cold Drake
Publication: MERP Running River Home: Near Iron Hills Spells: PP 48. Base Spells 24, Directed Spells 50. Mandrake is a Great Cold Drake as such he has learned a few spells, which makes him a formidable spell caster. He knows the following Essence spell list to 10th level: Calm Spirits, Detection Mastery, Essence Perceptions, Essence Ways, Ice Law, and Water Law. Additional Powers: Dragon Poison – Mandrake bite inflicts 20th level poison that can either paralyze his victims or cause death within 1-10 rounds. Horde: 4000-6000gp. Mithiril - +20 Mithiril two-hand sword. Sapphire Ring *4PP.
Carahaug the Wicked: MERP Statistics Name Carahaug the Wicked
Lvl 27
MM 30
Hits 325
AT CH
DB 50
Shld N
Melee OB 120/Hbi, 110/HCl, 130/Hba, 90 fire bolt, 45 fireball
Notes Winged Fire Drake
Publication: Decipher Running River Home: Near Iron Hills Spells: PP 71. Base Spells 27, Directed Spells 60. Carahuag is a Great Fire Drake as such he has learned a few spells, which makes him a formidable spell caster. He knows the following Essence spell list to 20th level: Calm Spirits, Detection Mastery, Essence Perceptions, Essence Ways, Ice Law, and Water Law. Additional Powers: Buffet of Air - Winged Dragons can stir the air within a range of 600', creating the equivalent of a local hurricane (treat as +20 Airbolt attack). Fire Bolt – Fire Drakes can spit out fire as a weapon. His fire bolt has a range of 175’ and a fireball range of 85’ with a radius of 20’. Horde: 2000-8000gp. Walleye – An ancient bow that is of +35 Holy longbow with twice the normal range. Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
TABLE 1.1: The Drakes Name
Lvl
MM Hits AT
DB
Melee OB
Notes
Earcaraxe the Sea Drake
30
25
325
PL
50
150/Hbi, 120/Hgr, 140/Hba, 100 water bolt, 55 water ball
Sea Drake. Shroud of Fog, Bright Lights, Water Bolts.
Delgalen the Dreadful
25
20
350
CH
30
110/Hbi, 80/Hgr, 150/Hba, 150 water bolt, 75 water ball
Sea Drake. Shroud of Fog, Bright Lights, Water Bolt, Mighty Crash.
Turukulon the Worm
25
20
295
RL
80
85/Hbi, 100/Hcl, 70/Hba, 90 fire bolt, 45 fire ball
Winged Fire Drake. Fire Bolt, Great Breath, Strength of Will, Buffet of Air, Limited Flight, Riddle Talk.
Aivnec
21
20
299
PL
45
105/Hbi, 115/Hcl, 100/Hba, 90 fire bolt, 50 fire ball
Wingless Fire Drake. Mightly Crash, Immunity to Fir, Fire Bolt, Superb Enhanced Senses.
Scorba
60
20
600
PL
60
160/Hbi, 160/Hcl, 120/Hba, 66 fire bolt, 33 fire ball
Winged Fire Drake. Superb Enhanced Senses, Buffet of Air, Fire Bolt, Great Lore, Dragon Curse.
Corlagon the Red
30
30
300
CH
80
100/Hbi, 100/Hcl, 75/Hba
Winged Cold Drake. Buffet of Air.
Eldran the Frigid
35
35
496
PL
50
135/Hbi, 135/Hcl, 100/Hba
Cold Drake. Frigid Presence, Riddle Talk, Immunity to Cold, Persuasion.
Seahmutha the Water Drake
22
20
294
PL
40
140/Hbi, 120/Hgr, 140/Hba, 100 water bolt, 50 water ball
Water Drake. Bright Light, Water Bolt.
Karikmorathur the Twilight
30
35
500
PL
50
120/Hbi, 120/Hcl, 120/Hba
Cold Drake. Chameleon, Silence Ways.
Canadras the Frigid
30
20
450
PL
55
110/Hbi, 110/Hcl, 110/Hba, 90 ice bolt, 45 ice ball
Ice Drake. Frigid Prsence, Riddle Talk, Great Lore, Ice Bolt, Immunity to Cold.
Gondring the Stone-Cold
38
25
460
CH
55
130/Hbi, 100/Hcl, 160/Hba, 80 ice bolt, 40 ice ball
Ice Drake. Ice Bolt, Riddle Talk, Chameleon.
Gorlos the Worm
37
30
478
PL
55
110/Hbi, 120/Hcl, 110/Hba, 90 ice bolt, 45 ice ball
Ice Drake. Ice Bolt, Chameleon, Great Lore.
Ningarach
15
65
200
RL
50
90/Hbi, 100/Hcl, 100/Hba, 60 gas bolt, 30 gas ball
Marsh Drake. Gas Breath.
Mandrake the Wicked
24
30
258
CH
40
100/Hbi, 100/Hcl, 90/Hba,
Winged Fire Drake. Dragon Posion.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Carahaug the Wicked
27
30
325
CH
50
120/Hbi, 110/Hcl, 130/Hba, 90 fire bolt, 45 fire ball
Winged Fire Drake. Buffet of Air, Fire Bolt.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple, Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist