OSR: Random Dragon Generator
- seeroftheabyss
- Sep 30
- 20 min read

Dragon
Number Appearing: 1 or 1 + 1d6 Wyrmlings
Alignment: Any Evil
Languages: Lingua Franca, Draconic, +1 other language per Age Category
Treasure: (see 'What does the Dragon hoard?' below)
DT (Varies, see below)
SHP (Varies, see below)
Atk (Varies, see below)
Mor 11
Saves (7+X) or less
Immune to Fire Damage
Damage Threshold X: All Dragons have a Damage Threshold. They only take damage from sources if the amount of damage equals or exceeds their Damage Threshold. If a source of damage cannot equal or exceed the Threshold, instead ignore it, as if it did no damage. To determine the Dragon's Damage Threshold, consult the table labeled "How strong are they?" below.
Super Hit Points: All Dragons have a number of Super Hit Points equal to their Damage Threshold. Each time the Damage Threshold is equaled or exceeded, they lose 1 SHP. When the amount of SHP equals 0, the Dragon is killed.
Fear: Whenever you enter combat with a Dragon, a Dragon kills one of your friends, or the Dragon does something else intimidating or breath-taking, make a COG save. If you fail your save, you take 1d6 COG damage each round you can see/be threatened by the Dragon. If the amount of COG damage ever equals or exceeds your Cognition (COG) score, then you become overcome with fear and must flee at the first opportunity. You also gain the Conviction, "I will never fight that Dragon again, as long as I live."
Breath Weapon: All Dragon's Breath Weapons do 6d6 fire damage, save for half, and are only usable every 1d4 turns. They strike a 60' cone, and have a 60' range.
Flight: All Dragons can fly, unless otherwise listed that they cannot. They cannot hover.
Specific Death Condition: Unless killed in a specific way, the Dragon will return to life after a certain time. For more details, see below.
Tactics:
- Be clever
- Never fight a battle on the opponent's turns
- Circle Strafe
- Exploit your advantages

To customize a Dragon, roll on the tables below:
How strong is it?
1d6
1: Wyrmling. Damage Threshold 5, Atk Claw 1d6+1/1d6+1 + Bite 1d8+3. This Dragon is a child, about the size of a horse. It is possible for a Dragon wyrmling to be abandoned, but very rarely, in the same way its odd to find a human child alone in the woods. There is a 10% that the Wyrmling is abandoned, its parent was killed, or it is lost and cannot find its way back home for some reason. However, there is an 80% chance that an Adult Dragon is right around the metaphorical corner, and will be here either soon, or the child knows how to get to them. There is also a 10% chance that this Wyrmling's parent is not only alive, but a Great Wyrm, and very, very close.
2: Young Adult. Damage Threshold 6, Atk Claw 1d8+2/1d8+2 + Bite 1d10. This Dragon is a young adult, newly mature but still fresh with youthful ambition and a lack of sense. It is about the size of an elephant.
3: Mature. As "2", but with a Damage Threshold of 8. This Dragon has 1 Draconic Gift. This is a Dragon who has reached a respectable age of at least a century. It is about the size of two elephants.
4: Elder. As "2", but with a Damage Threshold of 9. This Dragon has 2 Draconic Gifts. This is a Dragon that has existed for centuries and is mentioned in your history books. It is about the size of a small whale.
5: Ancient. As "2", but with a Damage Threshold of 10. This Dragon also has 1d4 Draconic Gifts. This is a Dragon that has existed for many centuries and is featured in not only your histories, but in your fables and legends. It is about the size of a three-story building and just as wide.
6: Great Wyrm. Damage Threshold 11, Atk Claw 1d10+2/1d10+2 + Bite 1d20. This Dragon has 1d6 Draconic Gifts. A Dragon that seems as large as a castle. A Dragon that breathes fire fit to melt stone and reduce fortresses to ruin. A Dragon that brightens the night with its glory and blocks out the sun with its wings. A Dragon that snatches stars from the Heavens to serve as handmaids. A Dragon that remembers the first moments of Creation, a Dragon that feels the divine spark in the center of its flesh, of fire untamed bubbling within. A Dragon that makes Divinity tremble. Do not fight this Dragon, for if you challenge it, you have already lost.
What is it's Breath Weapon?
1d4
1- Fire, blistering in heat. You have disadvantage on this save if you are wearing metal armor.
2- Bubbling, burning tar. It sticks to everything, you have advantage on the save against this if you have a shield.
3- A concentrated beam of heat. Instead of striking in a 60' cone it strikes in a 100' line that is 10' wide.
4- A huge sphere of concentrated fire that flies out and explodes in a 50' radius, save for half.
What, if any Draconic Gifts, does it have?
1d30
1- It can absorb fire to heal itself. 1/Round, when it takes fire damage, it can absorb that fire and regain 1 SHP per 6 points of Fire damage.
2- It can become fire. 1/Day, it can become pure flame, transforming into a pillar of flame. While in this form it cannot be harmed by anything that could not harm a great fire. Swords cannot hurt it, but water and magic could. It can remain as pure fire for 1 hour or until it transforms back.
3- It can stop mammals with a look. As a free action, it can transfix mammals with it's gaze. Any mammal it glares at must save or freeze. If the Dragon does not move, the mammal will not be able to move either, unless faced with an imminent threat.
4- It can regenerate. 1/Day, the Dragon can regenerate, regain 1/2 it's SHP as an action.
5- It can resist magic. The Dragon has magic resistance equal to (1/2*DT)-in-10. For example, with a DT of 6, it has 30% Magic Resistance.
6- It can speak to animals. Animals it preys upon will be scared of it, but smaller ones will have no fear of it, as they are too small to eat.
7- It can shapeshift. While shapeshifted, it has a DT equal to 1/2 it has in Dragon form and loses any powers dependent on it's Dragon form, such as flight and it's Breath Weapon. All other stats remain the same.
8- It can use magic. The Dragon can cast spells as per a Level 1d4+2 Wizard.
9- It can read minds. The Dragon can hear the player's table-talk, though anything the players say that references out-of-game events will be translated into something the Dragon can understand, or is omitted. The Dragon also cannot be surprised unless the party has cloaked their minds somehow.
10- It can destroy technology. 3/Day, the Dragon can replace an attack with an exhalation of raw Chaos. When it does this, the Dragon may select one piece of technology and force the user/owner to make a COG check in comparison to the Dragon. If the Dragon wins, that piece of technology breaks or falls apart. If the user/owner wins, then the piece of technology remains functional.
11- It can see the future. The Dragon can see X rounds into the Future, where X is it's DT. During these rounds, the Dragon has advantage on all rolls and cannot be surprised. If someone does something extremely unlikely, then the Dragon's future sight will be disrupted for 1d6 rounds, depending on how unlikely the action was.
12- It can possess a mortal body after death. If the Dragon dies, it can attempt to possess a mortal as per an Outsider.
13- It can instantly burrow through stone. The Dragon can melt through stone, liquefying stone and pushing it out behind it. It has a burrowing speed equal to it's walking speed.
14- It can breathe underwater. The Dragon can breathe underwater and has a swimming speed equal to it's walking speed.
15- It can change the color of it's skin to make it very sneaky. The Dragon can do this as a free action and gains advantage on any stealth check made when it's scales are camouflaged.
16- It can change it's size. The Dragon can change it's size. It's stats remain the same unless a stat depends on it being that large.
17- It can enthrall/enslave people. If a Dragon's fear aura reduces a creature to 0 COG, those creatures enter a blissful state where they regard the Dragon as a transcendent, divine being and will be compelled to worship and serve the Dragon.
18- It can turn invisible. The Dragon can turn invisible as a free action while standing still, walking or flying. However if it changes how it is moving or makes a sudden action, such as making an attack or using one of it's other abilities or Draconic Gifts.
19- It can see the invisible and through illusions.
20- It can enter dreams while it sleeps. When it sleeps, the Dragon can enter the dreams of any creature sleeping near it. It can also travel across the world to spy on a particular creature's dreams if it wishes.
21- This Dragon's blood, when exposed to air, does 1d4 [1= does 1d6 acid damage to anyone it splashes; 2= Anyone struck by it must save or mutate; 3= Induces incredible pleasure in anyone who absorbs it through their skin, save or become addicted; 4= It is highly explosive, save or take 1d6 damage.]
22- It has telekinesis. The Dragon can move things with its mind as if it had a STR of DT+6. Creatures can make a COG check if the Dragon attempts to move them, if they exceed the Dragon's roll, it cannot move them.
23- It can control the weather. 1/Day, the Dragon can alter the weather in it's Desolation.
24- It can prevent others from flying. While in the presence of the Dragon, it can as an action challenge a creature to a COG check. If the Dragon wins, that creature cannot fly for 1 hour. If the creature wins, it can fly as per normal.
25- It can cause natural disasters. The Dragon can 1/Month trigger a natural disaster within it's desolation. The nature of this disaster depends on the terrain of the Desolation- a Dragon cannot trigger a tsunami if there is no large body of water nearby, for example. Similarly, a Dragon cannot trigger a volcanic eruption without a volcano. The longer the Dragon waits to trigger this disaster, the more powerful it is. The Dragon can always create earthquakes and tornadoes.
26- It is immune to some other type of elemental damage. Besides fire, the Dragon also cannot be hurt by 1d6 [1= Ice; 2= Lightning; 3= Poison; 4= Acid; 5= Necrotic; 6= Radiant.]
27- The Dragon's fire is special. It 1d4 [1= Consumes the souls of those slain by it, they cannot be resurrected or restored to life; 2= Has the properties of natural sunlight, destroying Undead and other creatures vulnerable to sunlight with ease; 3= The fire burns stone and metal as easily as wood; 4= Overflows with natural mana, anything that is burned by it is temporarily charged with mana, creatures must save, on a successful save they gain the permanent ability to manipulate fire innately.]
28- The Dragon can hover in the air by either flapping it's wings in a particular way or through sheer will.
29- The Dragon can place a Curse on a creature 1/Day. It cannot curse another creature until that curse is broken or fulfilled.
30- This Dragon's fear effect is so strong, it actually induces the opposite reaction. Instead of fear, the effect is so strong it subconsciously encourages the affected to give it to the Dragon, and feel joy at its presence, in the same way a child feels joy after being reunited with their parents after an absence. If the amount of CHA damage done by the Dragon's Fear Effect equals or exceeds a person's CHA score, if the Dragon has this Draconic Blessing, the person will give in and ask the Dragon if they will accept him or her as a servant.

What color is it?
1d20
1- Red
2- Blue
3- Green
4- White
5- Black
6- Purple
7- Pink
8- Grey
9- Yellow
10- Gold
11- Silver
12- Bronze
13- Brass
14- Copper
15- Tin
16- Lead
17- Opal
18- Diamond
19- Fractal-patterned
20- The Dragon's scales mimic the Heavens above. During the day it shines golden, and at night it is black and covered in swirling constellations and shining stars.
Is there anything odd about this Dragon?
1d20
1- It is Mutated. Roll on your favorite table.
2- It has 1d4 extra limbs, like a Dragonpede.
3- It has a second sets of Wings. These either make it much faster or are vestigial (50%).
4- It is more Humanoid, and can stand on two legs like a person.
5- It has eyes of two different colors.
6- It is covered in scars.
7- It has 1d6 extra eyes.
8- It's tail is tipped in a wicked spike, barbs, stinger, etc. It can replace a Claw attack with a Tail attack. This does the same damage but can attack anything behind the Dragon.
9- Has a crown of fire, stars or light constantly floating over its head.
10- This Dragon has a magic sword embedded in its flesh.
11- This Dragon is visibly sickened/poisoned by some hideous disease or poison. It might die, it might not, either way, it is sick and miserable. Be careful as anything that sickens a Dragon could very easily be fatal to a mortal.
12- This Dragon's roar is something unusual. Instead of a terrifying, screeching reptile roar, it is 1d4 [1= A choir of voices; 2= The sound of an air-raid siren; 3= The screaming of the damned in Hell; 4= The shattering of a million windows; 5= The cry of a thousand eagles; 6= The howl of a massive wolf-pack.]
13- This Dragon's eyes glow in the dark.
14- This Dragon is constantly as hot as an oven, touching it burns you.
15- This Dragon is armed to the teeth, constantly carrying weapons of a sort.
16- This Dragon is blind, 80% chance it has a method to compensate for this that could be disabled, 20% that it just as dangerous now as it was when it could see.
17- This Dragon cannot fly unaided. It requires magic or some other means to help it fly.
18- This Dragon is nocturnal. It is sensitive to bright light and has amazing night vision.
19- This Dragon is much smaller than it should be at that age.
20- This Dragon is secretly addicted to some sort of substance such as alcohol or hallucinogenic mushrooms.

Who serves the Dragon?
1d20
1- Horrible old men. Lead either by a Warlock or a Manticore.
2- Beautiful women in sparkly dresses. Lead by the most beautiful one of them all.
3- Identical Twins. They all dress like their twin, and have a lot of fun messing with people.
4- Dozens of clones of the same person. They go by numbers and ritualistically scar each other, to differentiate themselves.
5- Wives. 50% of being the Dragon's wives, and a 50% that they are someone else's wives, that the Dragon stole.
6- Fair Folk. They are bound to the Dragon through long chains of debt, obligation, and oaths of servitude. The Dragon is an excellent negotiator.
7- Amazons. Warrior-women, they revere the Dragon as an avatar of divine femininity (if female) or as the standard of masculinity that men fail to live up to (if male).
8- Royalty. The descendants of a kidnapped prince or princess. They act like nobles, with the Dragon as their immortal King. They may have plans to retake "their" kingdom one day, for their beloved Sovereign.
9- Urchins. Tough street kids who regard the Dragon as a sort of parental figure.
10- Warriors. Barbarians, berserkers, former knights, or ronin.
11- Actors. They wear masks and wander around, putting on plays and performing improv with anyone nearby.
12- Musicians. They play music. Some of them may be able to weave magic into their songs.
13- Thieves and Spies. They will pretend to be normal servants, but expect to be missing your pocketbook and most of your jewelry by the time you leave. They fight like Scoundrels, with traps, ambushes, poisons and guerrilla tactics.
14- Primitives. These people have been isolated from technological or societal progress and haven't advanced past stone tools. Fire and grass huts are their greatest innovation.
15- Undead. They are bound to the Dragon with magic. They know no pain, fear, or hesitation. They burn in the sunlight, and flee from holy symbols.
16- Lepers or those with the plague. Rejected by all others, the Dragon accepted them.
17- Troglodytes, or Starving Men. Degenerated once-humans, they speak no language and have no real culture. They are deformed and dangerous. Stealthy and vicious to the extreme.
18- Young Vampires. They spend all their time being hedonistic and drinking blood. The Dragon cares naught what they do, as long as they flatter it's ego.
19- Philosophers. Ever loyal, every mad. Non-violent. They will challenge you to rhetorical debates and entrap you in chains of logic. You can just kill them, but if you do, aren't you proving them right?
20- Magic-Users. Most are weak, some are mutated and almost all of them are insane. Their cult is led by the strongest. They weren't all magical when they came here, but eating the food in the Dragon's territory slowly changed them.
What does the Dragon hoard?
1d40
1- Gold. It's greatest treasure is a golden rose that if planted in a building will ensure that building cannot be destroyed.
2- Jewels. It's greatest treasure is a huge Emerald rumored to be engraved with the secrets of a long-dead Sorcerer-King.
3- Books. It's greatest treasure is a magical book that reveals the True Name of Anyone who holds it.
4- Art. The Dragon hoards 1d8 [1= Paintings; 2= Sculptures; 3= Mosaics; 4= Reliefs; 5= Frescoes; 6= Murals; 7= Jewelry; 8= "Modern Art" or whatever was cutting edge 1d20+50 years ago.]
5- People. The Dragon hoards a specific type of people. Roll on the "Who serves the Dragon?" table to find out what kind of person it favors.
6- Parts of Buildings. The Dragon hoards 1d4 [1= Towers; 2= Windows; 3= Domes; 4= Columns.]
7- Clothes. It's greatest treasure is a robe that makes it impossible for Death to find you, making you ageless and undying until you remove the robe.
8- Shoes. It's greatest treasure is a pair of silver slippers that if you click them together will transport the wearer to their home.
9- Weapons. It's greatest treasure is a magic sword that can kill immortals.
10- Pearls. It's greatest treasure is a Pearl that grants wishes.
11- Seashells. It's greatest treasure is a shell that will let you hear the ocean. If you listen closely, the Ocean will whisper secrets to you.
12- Skulls. It's greatest treasure is a Demon-Skull that allows the holder to curse people with disease.
13- Animals. The Dragon hoards 1d6 [1= Cats; 2= Dogs; 3= Birds; 4= Bears; 5= Big Cats; 6= Crocodiles.]
14- Knowledge. The Dragon's greatest treasure is a scroll that reveals a secret method to construct a spaceship.
15- Vehicles. The Dragon hoards 1d4 [1= Carriages; 2= Wagons; 3= Sleds; 4= Ships and Boats.]
16- Flowers. It's greatest treasure is a Celestial Chrysanthemum which if made into a tea can grant the drinker immortality.
17- Secrets. It's greatest treasure is the identities of the people who killed the creator of Humanity.
18- Constructs. It's greatest treasure is a self-aware Crystal Golem who loves to play chess and longs to restore an ancient Empire that fell almost 700 years ago.
19- Ghosts/Haunted objects. It's greatest treasure is a Haunted Mansion, painstakingly brought to a new location and occasionally fed new victims to keep the ghost vicious.
20- Armor. It's greatest treasure is the Seraphim Shell, a suit of armor that makes the wearer immune to non-magical damage and grants flight, though at the expense of the wearer's lifespan.
21- Plants. The Dragon hoards 1d3 [1= Trees; 2= Bushes; 3= Aquatic Plants.]
22- The Dead. It's greatest treasure is the corpse of an Empress in her golden sarcophagus.
23- Historical Relics/Antiques. It's greatest treasure is the Crown of a Sorcerer-King which empowers magic and would make any collector green with envy.
24- Torture Devices. It's greatest treasure is an Iron Maiden that drains the life from anyone who is placed within it. The owner of the maiden can then absorb that life-force to keep themselves young.
25- Medical Equipment. It's greatest treasure is a Bronze Snake, which can instantly heal anyone who is suffering from poison.
26- Musical Instruments. It's greatest treasure is a golden fiddle with the power to summon Demons.
27- Mirrors. It's greatest treasure is a mirror that allows you to spy on anyone near a mirror or a reflective surface within 10 miles.
28- Religious Relics. It's greatest treasure is the bones of a Saint, pilfered from a cathedral. They are said to produce miracles, though the Dragon has never seen anything like that.
29- Broken Things. It's greatest treasure is a piano that is perpetually out of tune. The players are going to be pissed.
30- Dolls. It's greatest treasure is a haunted doll that loves to murder people at night.
31- Furniture. It's greatest treasure is a magical chair that makes anyone who sits in it extremely susceptible to persuasion.
32- Gravestones/Memorials. It's greatest treasure is a miniature stone pyramid under which a wealthy, but anonymous citizen, was buried. It is said to hide a key to his lost fortune, but no one found it before the Dragon took the whole pyramid.
33- Signs. It's greatest treasure is a painted sign of a tavern. If hung above any door, it transforms that door into an entrance to the Drunken Drake, a magical tavern that exists outside of the normal flow of time.
34- Puppets. It's greatest treasure is an evil puppet that causes nightmares in those near it. Secretly a lich's phylactery.
35- Crockery. It's greatest treasure is a gilded plate that makes any food served on it much more delicious.
36- Silverware. It's greatest treasure is a fork that can turn wood into meat.
37- Pottery. It's greatest treasure is a pot that turn water into any drinkable (as in safe-to-eat) liquid.
38- Memoirs from famous people. It's greatest treasure is the diary of the last Violet Emperor.
39- Statues or Art depicting a very specific person. It's greatest treasure is a statue of St. Ferragun, who if two people who disagree are near it, they will be compelled to settle their differences with a wrestling match.
40- Murderabilia. It's greatest treasure is a cape of flayed skin made by the infamous serial killer known only as the East Greenwall Flayer. The cape allows the wearer to disguise themselves as any of the Flayer's victims, mostly a collection of prostitutes but also his aged mother, a butcher and a whoremonger.
What curse will befall you if you steal the Dragon's treasure?
1d20
1- Curse of Blindness "I curse you to go Blind!" You are blinded permanently. This curse can be broken by serving a crone for one year or sacrificing one eye to a raven.
2- Curse of Disfigurement "I curse you to be deformed!" Your flesh twists into a grotesque parody of itself. Your CHA is reduced to 3. You are hideous and disgusting and will be pitied and feared. This curse is broken by having someone fall in love with you or by erasing the memories of everyone who remembers what you used to look like.
3- Curse of Lightning "I curse you to attract lightning!" Whenever you are outside, there is a chance you get struck by lightning. This chance increases the more likely lightning is. This curse is broken by letting a Lightning Elemental touch you (usually fatal) or by living underground for 1 year.
4- Curse of Burning "I curse you to Burn to death!" Fire does double damage to you. This curse is broken by killing a Dragon or serving one for a year.
5- Curse of Death "I curse you to Die!" The next time you hit 0 HP, you die. This curse is broken by having someone sacrifice their life for you or by becoming immortal.
6- Curse of Uncontrollable Hunger "I curse you with Endless Hunger!" You feel hungry constantly. Whenever you have a chance to eat, you must save or consume food. If there is no food, you will eat things that aren't edible if hungry enough. This curse is broken by fasting for 1 week or by cutting off a body part and letting another creature eat it.
7- Curse of Greed "I curse you with Greed!" You become ensnared by Greed. You must save to spend any money and if there is a chance for you to acquire more money or treasure, you will take it unless you can save against the impulse. This curse is broken by giving away a large sum of money or a priceless possession.
8- Curse of Poverty "I curse you with poverty!" Whenever you gain a sum of money, you have a 50% of losing it all to fees, taxes, theft or some other means. This curse is broken by swearing an oath of poverty for 1 month or not spending any money for 1 year days.
9- Curse of Treachery "I curse you to be Betrayed!" You will be betrayed at the worst possible time by a lover, friend or underling. This curse is broken by betraying someone you love or forgiving someone who betrayed you in the past.
10- Curse of Devouring. "I curse you to be Devoured!" You will eaten alive. Any creature that would/could consume your flesh has advantage on all attacks against you. This curse is broken by eating nothing but fruits and vegetables for a year or by eating a poisonous animal.
11- Curse of Weakness "I curse you with Weakness!" Your Strength is reduced to 3. You are extremely weak and any sort of physical activity quickly exhausts you. This curse is broken by climbing a mountain unaided or by eating the flesh of a Great Ape. 12- Curse of Darkness "I curse you to dwell in Darkness!" You cannot see natural light. It's like the stars, moon and stars vanish. You grope along in darkness during the height of the day. This curse is broken by serving a Fire Elemental for 1 month or by wearing a blindfold for 1 week.
13- Curse of the Wilderness "I curse you vanish into the Wild!" The next time you leave civilization, something goes terribly wrong. For example, you run out of food, you get lost, you are bitten by venomous snakes, etc. This curse is broken by buying a home in a city or by planting a field of crops.
14- Curse of Poisoning "I curse you to be poisoned!" At the next available opportunity, you are poisoned. Depending on who you are, this could occur quickly or rapidly. This curse is broken by humiliating yourself in public or by killing a giant snake.
15- Curse of Madness "I curse you with madness!" You go insane. You develop a delusional belief which you absolutely believe. This curse is broken by taking powerful hallucinogens or by killing a dog.
16- Curse of Insomnia "I curse you with insomnia!" You cannot sleep. No matter what you do, you cannot sleep. This curse is broken by visiting the Dream World or by put into a magical sleep for at least 1 week.
17- Curse of Rage "I curse you with Rage!" You become irrationally angry. When you are faced with something that angers you, you must save or fly into a destructive rage. This curse is broken by having dinner with an enemy or by chopping through the ice of a frozen lake and going swimming in the water.
18- Curse of Sterility "I curse you with sterility!" You become sterile. You cannot have children. This curse is broken by adopting a child and treating it well or by having intercourse with a Spirit of Nature.
19- "I curse you with Misfortune!" You become extremely unlucky. 1/Day, the worst, but not comically, thing that could happen to you does. Think "Barmaid slips and pours hot tea on you" not "You are hit by a falling Skywhale". This curse is broken by helping someone else seduce the object of his/her affections or by going gambling with a large sum of money.
20- "I curse you with Affection!" You make people fall in love with you. This affects everyone around you. This curse is broken by faking your death or by changing your face and name.
What irrational belief does the Dragon hold?
1d20
1- The Dragon believes everyone is out to get them. If you deny this fact, then you are really out to get them, as why would a person without malicious intentions lie?
2- The Dragon has recently heard of morality, and now feels incredibly guilty for the things it has done. It considers itself evil. Refusing to acknowledge how evil the Dragon is will force the Dragon to prove how evil it is by roasting you alive.
3- The Dragon has more names and identities than you can imagine. It shifts personalities from scene to scene, and possesses many (1d8+2) different personalities.
4- The Dragon believes its' lair is haunted, and is currently engaged in a fruitless ghost hunt, tearing the place apart in search of any sign of a haunting
5- The Dragon is cursed. They're sure of that. Any evidence at all is evidence of a curse. The Dragon will claim it is cursed with different things, but it knows it is cursed.
6- The Dragon believes it is surrounded by madmen who need soothing and comfort. It will attempt to pacify you, and treat you like a feral beast. Attempting to resist or insist you are not a madmen will only be met by patronizing affection from the Dragon, and an insistence that you comply.
7- The Dragon believes it is blind. It can clearly see, but it is "pretending" not to be able to. It registers what it sees on a subconscious level, but there is no conscious recognition of what it sees
8- The Dragon is a fanatical convert to a 1d3 [1= Pre-existing religion; 2= Heretic version of an established religion; 3= A religion the Dragon invented, then forgot he created it.] The Dragon will attempt to convince everyone who comes upon the Dragon of the truth of the scriptures.
9- The Dragon believes the Sun is spying on it. It refuses to go outside during the day.
10- The Dragon is in love with the Moon. It wants to go up into the sky to try and court the Moon.
11- The Dragon believes it is going to die.
12- The Dragon believes it is sick with some vague yet definitely horrible disease.
13- The Dragon believes it is a child of prophecy and will a famous prophecy to fulfilment.
14- The Dragon believes it is God.
15- The Dragon believes that it is being haunted by a dead family member, who tells it what to do.
16- The Dragon believes that invisible creatures live in it's territory and meddle with it.
17- The Dragon believes it to actually be a parasite who took over a Dragon's corpse. It is terrified that one day it will be found out.
18- The Dragon believes that it can read your mind. It cannot, though it will insist. If it fails to "predict" what you will do, it will violently react.
19- The Dragon believes that one creature nearby is a Secret Wizard attempting to control it with magic. It needs to find and kill the Secret Wizard. Anyone could be the Secret Wizard, except the actual Wizard. That would be too obvious, the Secret Wizard is much more clever than that.
20- The Dragon believes that some important person it has vaguely heard of, such as the King, a powerful Wizard or the Pope is in love with it. It demands you write down a love letter it will dictate and return with a reply.






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