Sunday, 28 December 2025

Secret Santicorn 2025 - 1d12 Odd "Medieval" Dragons

Sylvanas_iii asks for:

A dX table of medieval dragons that look nothing like any self-respecting dragon should (e.g. the original French tarrasque) 

And thus I have found a bunch of illustrations of various dragons, most medieval, which are admittedly pretty similar. Honestly the OG Tarrasque is the best of the lot so I'll save that for last!

ROLL 1d12

1. Linear Longfellow
2. Beast of the Last Apocalypse
3. Cooler S
4. Stone-Bound Midgard Knotwyrm
5. Tatzelwurm
6. Peluda
7. Dragonogard
8. Angelcatcher
9. Graoully-Wagon
10. Gargoyle Pipedrake
11. Well Knucker
12. French Tarrasque


1. Linear Longfellow

HD10 AC Plate ML 10
Flyby attack 2d6. On hit, snatches into jaws and flies upwards!
1/day Cloud Breath Attack leaves thick cloud of moist fog.

This dragon very rarely touches the ground. It lives in thick clouds and follows along with cold fronts.
If the clouds dissipate it becomes exposed, and in its shame and horror it skims down to the ground to hunt those who saw it up there!

In combat it is swift but finds it hard to turn quickly, preferring to dart at a soft target and fly swiftly into the sky to drop the foe as many storeys as possible to their doom!



2. Beast of the Last Apocalypse

HD16 HD Chain ML 8
3 two-horned heads deal 2d6 each. 4 one-horned heads deal 1d6 each. Can grab up to 11 foes with its tails and slap them together for 1d10 per time or toss them away for fall damage.
Each head can breathe Golgotha Fumes 1/day in a sphere that triggers any prophecies within 50'.

Emerged from the sea during a previous End Time, the Final Hero never made it, and now it's at a bit of a loose end. Refuses to return to the sea. Attacks heroic individuals in the hope that it can get in on a subsequent prophecy.

In combat just goes wild grabbing people, smashing them together, throwing them at others, and eviscerating whoever's foolish enough to get in front of it.


3. Cooler S

HD6 AC Leather ML5
Bite 1d8. When hit, releases a Starburst Flash blinding all who see it until they Save vs Stun.
1/day Torchburst Beam blinds in a line.

Chubby little fellow who flees from foes and hopes to lead them into a small space where they'll easily be blinded and easily eaten.
Dead foes become a new star on its skin.




4. Stone-Bound Midgard Knotwyrm
Rock Form:
HD20 AC Plate ML12.
Regen 1d10/rd.
Wyrm Form:
HD8 AC Chain ML6
Choke 1d10. At will, transform between rock form and wyrm form.
1/day Stonelock Breath traps victims as patterns on stone until they Save vs Stun.

Accidentally summoned to life when an unwitting cultist sacrificed a seventh son of a seventh son on a particularly cool rune stone. The carving swarmed to life and devoured all in attendance!

Can shift between its original stone form (resistant, hard to hurt) and a wiggly knotted wyrm form that loves to choke and strangle.




5. Tatzelwurm

HD8 AC Leather ML9
Two claws 1d6 each, bite 1d10 + instakill poison unless Save vs Doom.
1/day Avarice Cloud transforms all the treasure on the victim(s) into another Tatzelwurm.

Cat-faced and shrill dragon whose fangs drip a deadly poison. Forms from buried treasure that remained hidden beyond the owner's death. If killed, collapses into the treasure it was made from.



6. Peluda

HD6 AC16 ML7
Bite 1d10, Tail swipe 1d6 + Poison.
If hit by an unarmed strike, attacker is poisoned unless they Save vs Doom.
1/day breathe out a flood of water that destroys crops and sweeps away foes. Save vs Stun or be washed away and prone.

This hairy beast spends its life submerged just below the water, crawling along the muddy bottom of freshwater rivers on tortoise feet.
The long fur on its body breaks up its outline, making it look like a mass of sunken reeds in clear water and practically invisible in a muddy stream.
Poisonous spikes protrude from the fur, and the same poke out of its club-ended tail which it swings with clumsy vigour.
Luckily it is something of a coward, and if confronted by overwhelming force it with breathe out a flood and hide in the choppy water as it swims away to escape. This does, however, do a number on crops and infrastructure in the flood zone.






7. Dragonogard

HD8 AC14 ML10
Front Bite 1d10. Back Bite 2 attacks per round at 1d6 each with the range of a spear.
1/day Combination Ray targets 2 foes and merges them back-to-back. No save. If one merged victim is damaged, the other takes the same. Both victims have -4 to hit and can't move unless they move at the exact same time. Victims can Save vs Doom every 24 hours, and if both are successful they unmerge.

Double-ended dragon with the front face of a kangaroo and the back face of a monkey on a serpent neck. They have a brotherly but antagonistic relationship with each other.
Prefers to jump into the air with its powerful kangaroo legs and hover while its monkey-faced tail darts down to tear off faces.
It will use its Combination Ray on people who clearly don't get along, or else two people with wildly different skillsets like attaching a Fighter to a Magic-User. 
It finds this really funny, the heads will be laughing about it for days!





8. Angelcatcher

HD6 AC14 ML5
Bite 1d10 absorbs 1 Lawful magical effect, prepared Cleric spell, or holy weapon ability and applies it to the Angelcatcher.
Immune to damage from Lawful entities and effects.

A dull-coloured dragon covered in ratlike fur and the size of a large Alsatian. It desperately wishes to devour Gods. Large bat wings allow it to fly for miles, but not high enough to reach its prey in Heaven.
The crime it committed to become immune to Gods was so heinous that they sent the Great Flood to erase all knowledge of its existence. While the knowledge was scoured, the Angelcatcher remains, quietly drifting through the sky to drop down on innocent angels like a falcon.




9. Graoully-Wagon

HD10 AC16 ML12
Crushing bite 1d20. Those in front of the moving wagon choose: take 1d10 damage or be thrown backwards 1d6*10'
1/day Procession Breath forces all in a 50' cone to push the wagon wherever it wants. Those unwilling can Save vs Chaos every ten minutes to stop.

A wooden dragon mounted on a wooden wagon. It has enormous jaws, an iron tongue, crushing teeth, and moves inexorably forward at the hands of a bunch of mind-controlled peasants who are having a wonderful time.
The Graoully-Wagon moves from town to town picking up extra people to help push it onwards and onwards.
Anyone who gets in its way is munched, thrown backwards, or crushed under its wheels.



10. Gargoyle Pipedrake

HD5 AC18 ML6
Acid Spit 1d8 plus rusts armour (-2 AC cumulative)
1/day Acid Rain Spray deals 4d8 (Save vs Blast for half) to all in 20' blast zone and rots metal away to nothing unless the save is passed.

Sentient pipework infected by the verdegrised soul of a copper dragon. Attaches to drainpipes and forms a spout. It can convert rain running through it into acid, spitting it at lone passersby during rainy nights and drooping down to slurp up the soupy residue.
It can zap to other buildings in thunderstorms by riding the lightning up and down through the clouds. A big enough storm means that it can travel to any town under the thunderhead.




11.Knucker

HD6 AC14 ML5
Bite 1d10 + drags victim down at a rate of 10'/round.
At will, cause the well or shaft they are in to become infinitely deep. 

A serpentine drake that inhabits deep vertical holes filled with water. Their natural habitat is knuckerholes, deep vertical holes in the geology, but they now prefer wells.
They are ambush predators, preferably grabbing a single victim and holding them underwater until they drown.
They can supernaturally cause the bottom of the shaft to become infinitely deep. They use this ability to hide from hunters (since if they are in the pocket dimension beneath the bottom of the well, they cannot be found) and to murder their prey (since the prey in the pocket dimension cannot get out, and if it hasn't drowned already it will soon).



12. Tarrasque

HD12 AC20 ML12
Sword-Teeth Bite 2d10 + Swallow for ongoing 1d10, tail swipe 1d8 to all in 30' arc behind it, ocular flame beam 1d8 + sets on fire at range of shortbow.
Anybody in melee range at the start of their turn must Save vs Blast or take 1d8 damage from tortoise spikes.
Counterattacks with a claw for 1d8 if a melee attack misses it.
1/day Save or Die Poison Breath Cloud 30'

A horse-sized monster as fat a a bull. It has a lion's head with massive teeth, the shell of a tortoise which is covered in spines, a long snakey tail, and six legs with enormous claws.
However it is very pious and will refuse to attack anyone bearing a holy symbol unless they attack it first, and if sprinkled with holy water it will become unable to harm anyone at all. For this reason it usually stays near water and begrudgingly accepts that this makes people think it's half-fish.

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