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		<title>Tarrasque</title>
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		<summary type="html">&lt;p&gt;2601:1C0:5C00:C130:A4E4:573E:4976:246D: /* (5E) How to Kill the Tarrasque in 1 Easy Level */ because I thought I would put this down and then i realized I had to prove it, and it fucking ballooned as I felt i had to show my work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tarrasque.jpg|400px|right]]&lt;br /&gt;
The &#039;&#039;&#039;Tarrasque&#039;&#039;&#039; is a pure fucking engine of destruction (which not-so-coincidentally resembles Godzilla). Dreaded by adventurers for its high HP value and its obscenely high regeneration ability, only surpassed by Zargon the Returner in the [[Elder Evils]] book, it is known to rampage across nations eating everything. It cannot fully be killed through normal means; therefore, anyone lucky enough to reduce a Tarrasque to negative 30 HP will then have to use a wish or a miracle spell to completely destroy it, with only a 50% chance of success. If unsuccessful it will wake up again x years later and fuck more shit up. Also, no matter how big your army is (assuming your adventuring party had enough cash to recruit mercenaries), the Tarrasque&#039;s fast metabolism will allow him to produce such powerful flatulence that all your troops will die by suffocation in just one turn.&lt;br /&gt;
&lt;br /&gt;
He only wakes up for 1-4 days every 2-12 months, but every now and then he stays up for several weeks before napping for several years for some reason that&#039;s never explained. Yeah, he&#039;s a heavy sleeper. Must be all the binge drinking.&lt;br /&gt;
&lt;br /&gt;
Named after a famous [https://en.wikipedia.org/wiki/Tarasque dragon myth] from the south of France, which originally featured Saint Martha taming the beast with her prayers and piety, only for the people to kill it anyway once it came quietly, because man is the real monster, etc. You are welcome to try that on this version of the beast. We&#039;ll wait. With popcorn well in hand. Incidentally, this is almost certainly the origin of the shell on its back and the fierce, leonine look of its head.&lt;br /&gt;
&lt;br /&gt;
As 3.Xe went on, more and more monsters were introduced to constantly one up the Tarrasque who already had to compete with Great Wyrm Dragons. In the monster manual II, we at first got the Leviathan and the Phoenix, neither of which had an comparable hit point count (though the phoenix has some fuckawesome spell like abilities, and goes boom with the force of a disintegration spell when killed, after which it promptly COMES THE FUCK BACK TO LIFE!) and Linnorms, who are massively over CRd. Nothing really similar to the Tarrasque was introduced in the other three monster manuals save for Dalmosh, who the Tarrasque would eat for breakfast, and then there was this giant prismatic...hamster...thing. But then a (lot of) challenger(s) approached when the [[Epic Level Handbook]], and the very first monsters that were undoubtedly bigger and stronger than the Tarrasque appeared in the form of Abominations, Colossi, Prismatic and Force Dragons, Devastation Vermin, and other such shit (like the bullshit permanent HP loss inducing wights.) Then came the books of Vile Darkness and Exalted Deeds which gave us the outsider lords, then came Deities &amp;amp; Demigods, and the fiend folio which gave us thunder worms, after which wizards didn&#039;t make much more uber-high CR shit. The Tarrasque got a break when the Fiendish Codex 1 nerfed the fuck out of the demon lords, though the Fiendish Codex 2 kept the Lords of the Nine where they were. Then came the [[Elder Evils]] book (a fuckawesome splatbook) and now the Tarrasque was literally swimming in competitors.&lt;br /&gt;
&lt;br /&gt;
But salvation came when Dragon Magazine and the WotC website offered advanced and templated Tarrasque statistics, allowing the Tarrasque to reclaim his rightful spot as the strongest creature in all of D&amp;amp;D. That&#039;s right, you Atropals and your other abomination pals can fuck off, the big T is number 1!!!111ONEONEONE&lt;br /&gt;
[http://suptg.thisisnotatrueending.com/archive/5789941/ According to some, however, the Tarrasque is actually a pretty swell guy.] Well almost. The same Dragon Magazine issue that had the advanced Tarrasque statistics also introduced Time Dragons, Epic Dragons that dwarf even the Force and Prismatic dragons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Spelljammer]]&#039;&#039;, as usual, had its own unique spin on the Tarrasque. Turns out, in their native environment, Tarrasques are peaceful lithovores that wouldn&#039;t harm a fly. It&#039;s just that the nitrogen-rich atmosphere of most habitable planets simultaneously super-charges their regeneration and collects in several glands in the brain, resulting in their typical murderous insanity.&lt;br /&gt;
&lt;br /&gt;
Traditionally, the Tarrasque&#039;s biggest weakness was its lack of any ability to counter flying opponents. Surprisingly, both [[Dungeons &amp;amp; Dragons 4th Edition|4e]] and [[Pathfinder]] took steps to fix this, though they did it in different ways. 4e gave the bugger an &amp;quot;Earthbinder Aura&amp;quot; that covers a fuckhuge area -- 40 squares, bigger than any other effect in the game and wider than any other attack can reach -- in a magical effect that cripples Flight speed to 1 square a round and forces a max altitude of 20 feet... which, as the book sardonically notes, is well within the Tarrasque&#039;s reach. Pathfinder instead just gave ol&#039; Tarry the ability to make about 6 ranged attacks a turn and the power to make fuckhuge leaps. Both games explicitly made the Tarrasque unkillable, so even Wish doesn&#039;t kill it now; when its health drops to 0 it just burrows deep underground to hibernate. Though 4e does note that Earthbinder Aura might mean that Big T is somehow tied to the earth, and as such it might (maybe) be possible to kill it if one were to find a way to &amp;quot;coax it off this world,&amp;quot; whatever that means. (Shoot the Tarrasque into space. You know you want to.)&lt;br /&gt;
&lt;br /&gt;
5th edition further boosts its threat level by giving it the ability to auto-pass three failed saves a day, magic resistance, the ability to reflect ranged spells back at the idiot who casted them, and the ability to make five attacks in a single turn. And that&#039;s &#039;&#039;before&#039;&#039; it gets its Legendary Actions! However, it once again lacks any long-range attacks, &amp;lt;strike&amp;gt;and while it does regenerate a sizable chunk of health a turn&amp;lt;/strike&amp;gt; scratch that, it doesn&#039;t even have fucking regeneration anymore, you no longer need a Wish spell to kill it, leading to a derogatory saying among fans of the old nigh-indestructible Tarrasque that &amp;quot;the new Tarrasque is basically just a big dinosaur&amp;quot;. Granted, nothing stops you defying RAW and upscaling an older variant, but...&lt;br /&gt;
&lt;br /&gt;
== How to Kill A Tarrasque ==&lt;br /&gt;
What are its weaknesses? Well... it&#039;s corporeal.&lt;br /&gt;
&lt;br /&gt;
The following are mental exercises, not meant for actual gameplay. In a real game, a halfway-decent Dungeon Master would come up with a creative solution, and hopefully a player wouldn&#039;t really optimize a character solely for the sake of killing a unique creature that might never appear in the campaign.&lt;br /&gt;
&lt;br /&gt;
So stop bitching about how &amp;quot;this would never happen in a real game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Although all this could mean jack shit if your Dungeon Master decides to strengthen the Tarrasque.&lt;br /&gt;
&lt;br /&gt;
===(3.5) How to Kill A Tarrasque in 20 Easy Levels===&lt;br /&gt;
First, the feats for each level (&#039;&#039;and source book if it&#039;s not the PH&#039;&#039;):&lt;br /&gt;
*Human extra feat: Power Attack&lt;br /&gt;
*Fighter 1: Combat Reflexes, Weapon Focus: Greatsword&lt;br /&gt;
*Fighter 2: Improved Bull Rush&lt;br /&gt;
*Fighter 3: Mage Slayer&lt;br /&gt;
*Fighter 4: Weapon Specialization: Greatsword&lt;br /&gt;
*Fighter 6: Leap Attack (&#039;&#039;Complete Adventurer&#039;&#039;), Shock Trooper (&#039;&#039;Complete Warrior&#039;&#039;)&lt;br /&gt;
*Fighter 8: Blind-Fight&lt;br /&gt;
*Fighter 9: Pierce Magical Concealment (&#039;&#039;Complete Arcane&#039;&#039;)&lt;br /&gt;
*Fighter 10: Melee Weapon Mastery: Slashing (&#039;&#039;Player&#039;s Handbook II&#039;&#039;)&lt;br /&gt;
*Fighter 12: Greater Weapon Focus: Greatsword, Pierce Magical Protection (&#039;&#039;Complete Arcane&#039;&#039;)&lt;br /&gt;
*Fighter 14: Greater Weapon Specialization: Greatsword&lt;br /&gt;
*Fighter 15: Martial Study: Tiger Claw: Claw at the Moon (&#039;&#039;Tome of Battle&#039;&#039;)&lt;br /&gt;
*Fighter 16: Martial Study: Tiger Claw: Sudden Leap (&#039;&#039;Tome of Battle&#039;&#039;)&lt;br /&gt;
*Fighter 18: Martial Study: Tiger Claw: Pouncing Charge (&#039;&#039;Tome of Battle&#039;&#039;), Weapon Supremacy: Greatsword (&#039;&#039;Player&#039;s Handbook II&#039;&#039;)&lt;br /&gt;
*Fighter 20: Improved Initiative&lt;br /&gt;
&lt;br /&gt;
Key Equipment:&lt;br /&gt;
*+5 Speed, Valorous (&#039;&#039;Unapproachable East&#039;&#039;), Adamantine Greatsword: 166,050 gp, provides an extra attack at your highest attack bonus when making a full attack, and deals double damage on all charge attacks.&lt;br /&gt;
*+1 Soulfire ([[Book of Exalted Deeds]]), Heavy Fortification, Mithril Armor: 100,000 gp + the cost of the mithril armor, provides immunity to critical hits, death effects, and negative energy effects&lt;br /&gt;
*Manual of Gainful Exercise +5: 137,500 gp, provides a +5 inherent bonus to Strength&lt;br /&gt;
*Belt of Giant Strength +6: 36,000 gp, provides a +6 enhancement bonus to Strength&lt;br /&gt;
*Ring of Freedom of Movement: 40,000 gp, provides immunity to grappling and movement impedances&lt;br /&gt;
*Ring of Mental Protection (&#039;&#039;Player&#039;s Handbook II&#039;&#039;): 110,000 gp, provides immunity to mind-affecting effects&lt;br /&gt;
*Mask of True Seeing (&#039;&#039;Unapproachable East&#039;&#039;): 75,000 gp, provides continuous True Sight&lt;br /&gt;
&lt;br /&gt;
Strength:&lt;br /&gt;
* 18 base from point-buy&lt;br /&gt;
*+5 from level ups&lt;br /&gt;
*+5 inherent bonus from Manual of Gainful Exercise&lt;br /&gt;
*+6 enhancement bonus from Belt of Giant Strength&lt;br /&gt;
Total Strength: 34, with a Strength modifier of +12&lt;br /&gt;
&lt;br /&gt;
Attack bonus with +5 greatsword when charging:&lt;br /&gt;
* 20 Base&lt;br /&gt;
*+12 Strength bonus&lt;br /&gt;
*+1 Weapon Focus&lt;br /&gt;
*+1 Greater Weapon Focus&lt;br /&gt;
*+2 Melee Weapon Mastery&lt;br /&gt;
*+5 enhancement bonus from magic weapon&lt;br /&gt;
*+2 charging&lt;br /&gt;
Total attack bonus when charging: +43&lt;br /&gt;
&lt;br /&gt;
Damage with +5 greatsword:&lt;br /&gt;
*2d6 base damage&lt;br /&gt;
*+18 Strength bonus and a half&lt;br /&gt;
*+2 Weapon Specialization&lt;br /&gt;
*+2 Greater Weapon Specialization&lt;br /&gt;
*+2 Melee Weapon Mastery&lt;br /&gt;
*+5 enhancement bonus from magic weapon&lt;br /&gt;
Total damage: 2d6+29&lt;br /&gt;
&lt;br /&gt;
So, you&#039;re a Human Fighter 20, standing 60 feet away from the death machine that is the Tarrasque. This is the moment of ultimate truth. If you lose initiative, you&#039;re supremely and irrevocably fucked like a bunny on fire in a bucket of gasoline with poo for a brain, since although you can survive a charge of the Tarrasque, you probably won&#039;t be able to survive the AoOs from repositioning you. If you win initiative though, with the help of some initiative-boosting items I forgot to list down then it&#039;s game time.&lt;br /&gt;
&lt;br /&gt;
You spend a full-round action using your Pouncing Charge maneuver, which lets you charge and make a full attack at the end of it, while getting the +2 bonus to attack rolls on all your attacks. As part of your charge, you make a Jump check (easy enough with your ranks and Strength bonus) to activate Leap Attack, as you Power Attack for your full Base Attack Bonus, transforming the attack penalty into an AC penalty using Shock Trooper. So, you&#039;re making a full attack at +60 damage on each hit, at the cost of -20 AC and then another -2 AC from charging. Now, at this point, the damage on each of your attacks would normally be 2d6+89 (average 96) from your Leap Attacking shenanigans. However, your Valorous weapon makes you deal double damage on any and all charge attacks, shooting it up to a ludicrous 4d6+178 (average 192). This isn&#039;t including critical hits, but they&#039;re a pain to calculate in 3.5 anyway.&lt;br /&gt;
&lt;br /&gt;
So then, as you charge past the Tarrasque&#039;s threatened squares, it takes an AoO against you, using its bite. It damages you some, but it won&#039;t be able to score a crit thanks to your Heavy Fortification armour, and your Ring of Freedom of movement prevents a grapple and a swallow. You then make five attacks, at +43/+43/+37/+32/+27. The Tarrasque has &amp;quot;only&amp;quot; 35 AC. The first three only miss on a natural one, giving them a 95% hit chance. For the fourth one, you activate your +5 bonus from Weapon Supremacy, shooting it up to +37, and thus giving that one a 95% hit chance as well. The fifth and final attack is where you take 10, also using Weapon Supremacy, to make it automatically hit. So then, four attacks at a 95% hit chance, and one attack automatically hitting. 0.95 * 4 + 1 = 4.8.&lt;br /&gt;
&lt;br /&gt;
4.8 * average 192 damage on each hit = average 921.6 damage in total. The Tarrasque has damage reduction 15/epic, however, subtracting a total of (15*4.8) = 72 damage from (nearly) five hits, but that&#039;s still an amazing 849.6 damage inflicted on the Tarrasque&#039;s hit point total of 858 anyway. At this point, the Tarrasque should be down to -180 or -181 hit points, meaning it will be back in action in 5 rounds, and that&#039;s why I hope you&#039;ve got a means to cast Wish right then and there.&lt;br /&gt;
&lt;br /&gt;
===(3.5) How to Kill A Tarrasque in 18 Easy Levels===&lt;br /&gt;
Key Requirements:&lt;br /&gt;
*Cleric/Master of Shrouds with the [[JoJo&#039;s Bizarre Adventure|Time domain]].&lt;br /&gt;
*Greater Rod of Maximize spell or the Maximize Spell feat and DMM or Illumian race with the Naenhoon sigil word.&lt;br /&gt;
&lt;br /&gt;
Method:&lt;br /&gt;
*Start your turn within close range and cast Maximized Time Stop giving you 5 turns to prep.&lt;br /&gt;
*For five turns use the Master of Shrouds ability to summon shadows, 4 each time for a total of 20. (For this to work we only need 15 shadows assuming they all hit, but best to be on the safe side.)&lt;br /&gt;
*Master of Shrouds gives +2 damage to all summons, Shadows deal 1d6 str damage on touch turning it into 1d6+2 str damage.&lt;br /&gt;
*All shadows ready action to touch Big T inappropriately when time stop ends.&lt;br /&gt;
*Assuming one rolls a 1 and misses the shadows deal a minimum of 19*3(min str damage) = 57 str damage, no save, no SR.&lt;br /&gt;
*Big T has a str score of 45 (only 15 actually have to hit) and the shadow ability specifies that when a living creature has its str reduced to 0 it dies.&lt;br /&gt;
&lt;br /&gt;
===(3.5) How to Kill A Tarrasque in 17 Easy Levels (or 1, if you are wealthy)===&lt;br /&gt;
Start off as a Cleric or Wizard. Add whatever full spellcaster PrC&#039;s you want/qualify for. Reach 17th level.&lt;br /&gt;
&lt;br /&gt;
Key Equipment:&lt;br /&gt;
*Holy Symbol (Cleric) or Spellbook (Wizard). If you&#039;re a Wizard, you&#039;ll need to have learned the Gate spell.&lt;br /&gt;
*Some method of flying for around 10 rounds or so (yes, you can use a spell if you have a suitable one). Or just be able to run quickly.&lt;br /&gt;
&lt;br /&gt;
Method:&lt;br /&gt;
&lt;br /&gt;
Stand (or fly) far enough away from the Tarrasque so that it can&#039;t attack you.&lt;br /&gt;
Cast Gate, to Call an Angel (Solar). You should be able to get one with at least 34 HD.&lt;br /&gt;
Have the Solar attack the Tarrasque with Slaying arrows. Be ready to hit the Tarrasque with ongoing damage once it goes down, but stay out of melee range of it.&lt;br /&gt;
Use the Solar&#039;s Wish (Spell Like ability) to kill it. If that fails, have the Solar cast Miracle (one of its standard spells).&lt;br /&gt;
&lt;br /&gt;
Note: Anyone with 8,400 gp (including a wealthy 1st level Commoner) can also accomplish this by using a Good aligned Candle of Invocation.&lt;br /&gt;
&lt;br /&gt;
===(3.5) How to Defeat The Tarrasque in 3 Easy Levels===&lt;br /&gt;
[[Image:Kill_tarrasque.jpg|300px|thumb|right|The illustrated guide.]]&lt;br /&gt;
*No particular feats required.&lt;br /&gt;
*No particular items required.&lt;br /&gt;
*Be a wizard of level 3.&lt;br /&gt;
*[[meme|Put on your robe and wizard hat]].&lt;br /&gt;
*Cast Command Undead on an allip (it&#039;s a CR 3 monster, if you can&#039;t find any just learn to cast Summon Undead.)&lt;br /&gt;
*Cast Silent Image in front of the Tarrasque or Invisibility on yourself.&lt;br /&gt;
*Have the allip attack it. Every hit will take off 3 wisdom on average with no saving throw, and the Tarrasque has an abysmal touch AC, with no way to hit incorporeal targets.&lt;br /&gt;
*Once at 0 wisdom, it&#039;ll be unconscious until its ability score is restored. Cast Unseen Servant and order it to shovel dirt into the nasal passages and sinuses of the disabled Tarrasque so it can&#039;t breathe.&lt;br /&gt;
*Per the MM, regeneration does not restore HP lost from suffocation, so it will be stuck at negative hit points, at least until some fool unpacks the dirt from its sinuses.&lt;br /&gt;
*Congratulations! For defeating the Tarrasque, you&#039;re now a level 4 wizard, with 1 XP away from level 5. Make some wealth by opening a Bar and Grill on its back.&lt;br /&gt;
*For added hilarity, take the Precocious Apprentice feat and with some mildly lucky rolls do this at level 1.&lt;br /&gt;
&lt;br /&gt;
===(3.5) How to defeat The Tarrasque in 1 Easy Level===&lt;br /&gt;
[[Pazuzu]], [[Pun-Pun|Pazuzu, Pazuzu]]... &#039;&#039;gets knocked out by thrown DMG.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===(3.5) How to &#039;&#039;Become&#039;&#039; The Tarrasque===&lt;br /&gt;
In 3.5 D&amp;amp;D, start as a Psion, focused on Telepathy. Take True Mind Switch.&lt;br /&gt;
&lt;br /&gt;
Method:&lt;br /&gt;
* Fly near Tarrasque so it can&#039;t attack you.&lt;br /&gt;
* Cast True Mind Switch until you run out of XP, or the Tarrasque fails its save.&lt;br /&gt;
* If you run out of XP, leave, earn more, then come back later.&lt;br /&gt;
* If it fails the save, congratulations. You now possess the body of the Tarrasque, with all its invincibility, as well as the abilities of a 17th-level telepath. The rest of the multiverse is officially fucked.&lt;br /&gt;
&lt;br /&gt;
This trick doesn&#039;t work in AD&amp;amp;D because the AD&amp;amp;D Tarrasque is explicitly immune to all psionics, but AD&amp;amp;D psionics are shit anyways. This trick probably won&#039;t work in Pathfinder either, as the PF Tarrasque is immune to &amp;quot;mind-affecting effects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(4E) How to Defeat The Tarrasque in 6 Easy Levels===&lt;br /&gt;
*Be a 6th Level Wizard with a starting Intelligence of 20.&lt;br /&gt;
*Grab the Implement Focus feat.&lt;br /&gt;
*Buy a riding horse for 75g.&lt;br /&gt;
*[[meme|Put on your robe and wizard hat]].&lt;br /&gt;
*Obtain a +2 Staff of Missile Mastery.&lt;br /&gt;
*Cast Magic Missile on the Tarrasque while 20 squares away. With your staff and a reasonably high starting Intelligence, your Magic Missile will do more damage than the Tarrasque can resist, and hits automatically.&lt;br /&gt;
*Ride away from the Tarrasque until you&#039;re far enough that it can&#039;t close the distance with you in one of its turn. If you have the Wizard&#039;s Fury daily power, you can cast Magic Missile as a minor action, allowing you to use both your standard and move actions in order to maintain a distance of 20 squares.&lt;br /&gt;
*Repeat the last two steps a thousand more times. This will take roughly two hours.&lt;br /&gt;
*Congratulations! For defeating the Tarrasque, you are now level 18.&lt;br /&gt;
*For added hilarity, have some friends roll Warlords or other basic attack factories with their own horses, and switch off leading the Tarrasque while receiving extra basic attacks which can be used to fire more Magic Missiles.&lt;br /&gt;
*Beware the Tarrasque&#039;s burrow and action points - without action points it can&#039;t try to get a lucky shot on you or your horses. While burrowing, it cannot be seen but it can still be attacked, and your attacks are automatic hits - your magic missile simply veers into the tunnel it created and pops it in the ass. The rules never state that burrowing removes line of sight, only that the creature cannot be seen, which is different (for example, you can still attack an invisible enemy or an enemy you cannot see due to blindness.)&lt;br /&gt;
&lt;br /&gt;
===(PF) How to Defeat The Tarrasque===&lt;br /&gt;
By tricking it into thinking you turned it into something harmless and mortal, like a squirrel. See, its regeneration is &#039;&#039;technically&#039;&#039; just another ability in its stat block. It even follows all the normal rules for special abilities, like specifically being extraordinary, so it still works in antimagic fields. So since Baleful Polymorph removes all extraordinary, supernatural, and spell-like abilities, that would include its regeneration, which would render it mortal. There&#039;s just one little catch. Baleful Polymorph only does that on the &#039;&#039;second&#039;&#039; save, and since the Tarrasque is immune to polymorph effects, it never even reaches that point.&lt;br /&gt;
&lt;br /&gt;
Enter Baleful Shadow Transmutation. This spell does functionally the same thing as Baleful Polymorph, but puts the save in the opposite order. It doesn&#039;t matter if you&#039;re immune to polymorph effects, because the spell just starts off by tricking you into &#039;&#039;thinking&#039;&#039; you were polymorphed, causing you to lose all those abilities... like the Tarrasque&#039;s regeneration. Sure, you still need to overcome SR 36 and +12 Will, but that&#039;s comparatively easy.&lt;br /&gt;
&lt;br /&gt;
* Level 20 Cyclopean Seer Oracle gets to pick the result of one die roll per day, so spell resistance isn&#039;t a problem.&lt;br /&gt;
&lt;br /&gt;
* Samsarans can add spells from other classes&#039; lists to theirs, so you still have access to BST&lt;br /&gt;
&lt;br /&gt;
* Heighten Spell lets it be a level 9 spell, to increase the DC&lt;br /&gt;
&lt;br /&gt;
* By level 20, it&#039;s easy enough to have a solid 34 in your casting stat. (18 base +5 levels +6 headband +5 tome = 34)&lt;br /&gt;
&lt;br /&gt;
* Spell Focus and Greater Spell Focus collectively increase the DC by +2&lt;br /&gt;
&lt;br /&gt;
Now you just need the Tarrasque to fail a DC 33 Will save, and with a +12 bonus, that isn&#039;t looking too likely. It would need a natural 20 to pass. Conversely, you have at least a +20 to Will (+3 headband, +12 base, +5 resistance), so that DC 27 save against its frightful presence isn&#039;t looking too difficult.&lt;br /&gt;
&lt;br /&gt;
Congratulations. You now have 24 hours to kill the Tarrasque, before it realizes you didn&#039;t actually turn it mortal.&lt;br /&gt;
&lt;br /&gt;
===(PF) How to &#039;&#039;Become&#039;&#039; the Tarrasque at 20th Level===&lt;br /&gt;
As of the release of Occult Adventures (OA), you can now play a [[Mesmerist]]. This wonderful class gives you the option of choosing the ability &amp;quot;Psychic Inception&amp;quot;, an ability which allows - if you are looking at the target of your spell (no duh), to have a flat 50% chance of affecting ANYONE, no matter the immunities (yes, even swarms can fall prey to suggestion). Even something with quote: &amp;quot;immunity to mind-affecting effects&amp;quot;. You then cast Major Mind Swap (also from OA), while having Extended Greater Invisibility cast on yourself, and pray for the best as you expend all of your 9th level spells. Then you can become the Tarrasque. It may not end the problem completely, but now you can only be ejected from the Tarrasque&#039;s body with a wish or miracle.&lt;br /&gt;
&lt;br /&gt;
*Gain two levels in Mesmerist&lt;br /&gt;
*Gain eighteen levels in Psychic&lt;br /&gt;
*Possess the Tarrasque&lt;br /&gt;
*Buy as many SR items as possible, as to prevent wish/miracles from affecting you&lt;br /&gt;
*Be kicked from the table&lt;br /&gt;
*???&lt;br /&gt;
*Win.&lt;br /&gt;
&lt;br /&gt;
This does not have the problem that Pathfinder doesn&#039;t actually have epic levels in the official rules because mesmerists gain their first trick at 2nd level, not third.&lt;br /&gt;
&lt;br /&gt;
===(5E) How to Kill the Tarrasque in 1 Easy Level===&lt;br /&gt;
&lt;br /&gt;
*Be an [[Aarakocra]] cleric, sorcerer, or wizard. Cleric is the optimal choice here, as Sacred Flame is better than Acid Splash and aarakocra get a Wis boost.&lt;br /&gt;
*Choose a as one of your cantrips either Acid Splash or Sacred Flame (as both require a Dexterity saving throw, and the tarrasque has a +0 Dex save and advantage, it&#039;ll fail about 36.1% of the time).&lt;br /&gt;
*Fly 85 feet above the tarrasque&lt;br /&gt;
*Repeatedly cast your chosen cantrip at it, flying down 25 feet to be in range and then flying 25 feet back up (both cantrips have a range of 60 feet).&lt;br /&gt;
*Spend 1 hour blasting away.&lt;br /&gt;
*???&lt;br /&gt;
*&amp;lt;strike&amp;gt;Win&amp;lt;/strike&amp;gt;. Die, because it&#039;s trivial for the Tarrasque to cover 85ft, even vertically, and kill the caster.  The thing is already 50 feet tall, it has a 20ft reach on it&#039;s tail, and +10 to all Str skills, that&#039;s more than enough to hit a target 85ft away by jumping at it.&lt;br /&gt;
&lt;br /&gt;
===(5E) How to Kill the Tarrasque at any level in one or two rounds.===&lt;br /&gt;
*Conscript 1,500 Wood Elf Commoners Arm them with longbows &lt;br /&gt;
*[[Dakka|Start shooting]]&lt;br /&gt;
*If the Tarrasque is still alive, then with movement take 35 feet after loosing the arrows.&lt;br /&gt;
*Win&lt;br /&gt;
&lt;br /&gt;
And now the math behind that statement. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In 5e a crit will always hit, and always do damage:25 Ac or not. So if 20 commoners shoot at the Tarrasque, mathematically 1 of them &#039;&#039;&#039;will&#039;&#039;&#039; hit and &#039;&#039;&#039;will&#039;&#039;&#039; do double damage due to the crit. The issue being that if you have 400 commoners shooting only about 20 of them will hit so you need a number of commoners high enough that even if 1/20 of them hit you will still do notable damage.&lt;br /&gt;
&lt;br /&gt;
The Tarrasque has 676 hit points, While the average result of a D8 is 4.5. So you need 150 average damage rolls from a weapon that does D8 damage to kill the Tarrasque, but that&#039;s a base damage hit, not a crit. The average crit is double that at 9 damage, meaning you actually need 75 crits to do 676 damage to a Tarrasque. However the Tarrasque&#039;s &amp;quot;Frightful Presence&amp;quot;, means any creature within 120 feet of it will likely be frightened and have disadvantage on the attacks. So our commoners now need to get a 20 twice on two different dice, a 0.002% chance.&lt;br /&gt;
&lt;br /&gt;
To get 75 crits we first need 20 times that, for 1,500. Which all things considered is not an absurd number, there were far more longbow men at the Battle of Agincourt for example if we look to history and those were trained soldiers. But with disadvantage 1,500 commoners shooting at the Tarrasque means only about [[Fail|three]] will hit. To spare you the rest of the math to get 75 crits with disadvantage requires &#039;&#039;&#039;750,000 men&#039;&#039;&#039;. In One place. All shooting at One target. That&#039;s more people then where on fucking D-day. While the total number is better then that since about 20% even a commoner will pass the frightfully Presence that is still beyond possible.&lt;br /&gt;
&lt;br /&gt;
But &amp;quot;Frightful Presence&amp;quot;,has a range of only 120 feet. If a range weapon was used that had more then 120 feet of range then we only need 75 crits, bringing us back to the reasonable 1,500 number. The longbow is the only candidate in D&amp;amp;D and as mentioned there is historical precedent in reality for that many trained archers being at one location so a even a strict DM would find it hard to object to this plan, and commoners are suppose  to obey there lord when a muster is called so basically any well off noble or half decent or even bad king could pull this kind of draft off (assuming the nation is so poor it can&#039;t muster 1,500 trained soldiers), again lot of historical examples of this happening in countless political systems. In 5e when you make an NPC a race it gains that races traits, including in this case the wood elf weapon proficiency with longbows. So a wood elf commoner would know how to use the longbow. The cost to arm 1,500 elves is the sticking point with this plan: it would take 75,000 gold. But one could also make a strong argument for them already having them for hunting and home defense at least depending on the culture. &lt;br /&gt;
&lt;br /&gt;
So with the army raised you approach the tarrasque and approach to within 130 feet, (we get closer then the longbow&#039;s max 150 range to allow the whole army to start shooting but it still means are ranks need to be less then 20 feet deep if we want the back ranks to be able to fire). If we get all 1,500 arrows in the air then we could get all 75 crits we need in the first volley, dropping it in one round, but that required number of crits is of course on average and there are only &#039;&#039;&amp;quot;Lies, damned lies, and statistics&amp;quot;&#039;&#039; to quote a phrase. So There is a decent chance the Tarrasque is still alive. So now the whole army uses it&#039;s movement to take 35 feet (+5 due to being a wood elf) move back. &lt;br /&gt;
&lt;br /&gt;
The Tarrasque now has three options: First it could with it&#039;s 40 speed step forward, but this put&#039;s it more then 120 feet away so it can not use Frightful Presence to impose disadvantage (130+35=165-40=125). or it can dash to get 80 feet closer so that next turn it can be in range no matter what the army does, but Frightful Presence is an action and dash is also an action, so either way it can not use Frightful Presence, and it&#039;s going to be point blank to an army of 1,500 longbow men, and unless the rolls are truly terrible they are going to do another 75~ish crits, to it next turn, mathematically doing twice the average damage of it&#039;s hit point maximize. It&#039;s third option is to run away like a little bitch, but supplying 1,500 men in the field is not impossible as proven countless times in history so one can easily give chase and repeat until it&#039;s over a border and it&#039;s no longer your problem.&lt;br /&gt;
&lt;br /&gt;
If you were feeling fancy one could pad those numbers with a second reserve force of 1,000 troops behind the first line so that if the Tarrasque did to grip with the first line, (after taking 3,000 arrows to the face and about 150 crits), the second line could fire into the large target that is the Tarrasque as it&#039;s chews through the first line Finishing the job as it would be badly bloodied from takeing that many crits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Of course this all goes a bit beyond D&amp;amp;D and starts becoming a war game but it&#039;s not impossible at all for players to pull off if they can even get one noble title under there belt.&lt;br /&gt;
&lt;br /&gt;
== tl;dr ==&lt;br /&gt;
WHAT&#039;S THAT YOU SAY? YOU CAN FLY? YOU THINK YOU&#039;RE SAFE NOW? THE TARRASQUE HAS ONE THING TO SAY!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BRING IT.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Balloon Tarrasque.png]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Emperasque]]&lt;br /&gt;
* [[Tarrasque with Wizard Levels]]&lt;br /&gt;
* [http://dota2.gamepedia.com/Heart_of_Tarrasque In vidya games too!]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tarrasque_Sam_Wood.jpg|3e concept sketch&lt;br /&gt;
Image:Tarrasque_1st_Edition.gif|A long time ago, in a MM2 far away...&lt;br /&gt;
Image:Tarrasque 4e.jpg|oh how the mighty have fallen... due to Earthbinding Aura!&lt;br /&gt;
Image:Tarrasque_Adventurers.jpg|&amp;quot;[[Meme|Gentlemen]].&amp;quot;&lt;br /&gt;
Image:Tarrasque_copy_anonib.jpg|DR 15/epic won&#039;t protect you from [[Rule 34]]&lt;br /&gt;
Image:Tarrasque_nyaaan.jpg|...or [[Rule 63]]&amp;lt;br/&amp;gt;nyaa~n!&lt;br /&gt;
Image:Chibitarrasque.JPG|Nyoro~n&lt;br /&gt;
Image:Tarrasque_we_cant_stop_here.jpg|OH SHIT WE&#039;RE FUCKED.&lt;br /&gt;
Image:EMPRAHASQUE_PROTECTS.jpg|OH SHIT, WE&#039;RE &#039;&#039;&#039;SERIOUSLY&#039;&#039;&#039; FUCKED.&lt;br /&gt;
Image:Torrasque_-_StarCraft_and_StarCraft_II_Wiki.png|Now (i.e. since 1998) Starcraft has their own version.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Dungeons &amp;amp; Dragons Monsters]][[Category:Monsters]][[Category:Pathfinder]][[Category:Gamebreaking]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:C130:A4E4:573E:4976:246D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kislev&amp;diff=292254</id>
		<title>Kislev</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kislev&amp;diff=292254"/>
		<updated>2019-12-17T11:25:50Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:C130:A4E4:573E:4976:246D: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{topquote|Kislev is land, land is Kislev.|Kislevan proverb}}&lt;br /&gt;
{{topquote|WHEN THE WINGED HUSSARS ARRIVED!|Sabaton}}&lt;br /&gt;
{{topquote|AND THEN THEY ALL FUCKING DIED!|Archaon, in response to the line immediately above}}&lt;br /&gt;
&lt;br /&gt;
Kislev is the northenmost civilized state in the Old world, and the first line of defense against the hordes of Chaos that regularly spill out of Norsca to the far north.&lt;br /&gt;
&lt;br /&gt;
Historically, Kislev is the result of the inter-mingling of main tribal confederations; the native Ungols of the north, the Gospodars in the south, and the long dead Roppsmenn tribes. The former two are in fact the off-shoots of the Kurgan tribes of the northeast. To this day, the Ungols maintain good relationship with those Chaos marauders, who have such wonderfully well thought out names such as &amp;quot;Dolgan&amp;quot;, &amp;quot;Khazag&amp;quot; and &amp;quot;Kul&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In case you can&#039;t tell, Kislev is like Tsarist Russia. But only in the weak, decadent south. In the strong, manly north, it actually turns into Mongolia, Poland and the Turkic countries (Khazakhstan, Uzbekistan, etc). And the Kurgans who dwell east of the Norsemen are basically Siberians.&lt;br /&gt;
&lt;br /&gt;
In essence, Kislev is a fantasy version of Russia with dollops of Poland and Hungary. It&#039;s also named after Kievan Rus, as in the old Russian kingdom and the current capital city of Ukraine, all GW did was tack on two letters in the middle of Kiev. In the 1980s when Kislev was created there was no country called Ukraine, it was all just &amp;quot;Russia&amp;quot; or rather &#039;Soviet Union&amp;quot; to almost the whole world.&lt;br /&gt;
&lt;br /&gt;
Also, Kislev is no more according to the whole return of Nagash thing GW has planned. At last, Archaon has done that which Napoleon, Hitler, the USA and the EU could only dream of -- the annihilation of Russia. &lt;br /&gt;
&lt;br /&gt;
== History of Kislev ==&lt;br /&gt;
{{topquote|[[Total War: Warhammer|&#039;&#039;&#039;Kislev.&#039;&#039;&#039;]]|The extent of Kislevite diplomacy}}&lt;br /&gt;
&lt;br /&gt;
The Ungol people have populated the land of Kislev since the empire was founded and even helped support [[Sigmar]] in his first days of being the Emperor which created a bond between the empire and Kislev that lasts to to this day. They promise each other to help each other if one or the other was invaded.&lt;br /&gt;
&lt;br /&gt;
Kislev as it is known now got started about 1500 IC when the Gospodar Tribe fled the encroaching Chaos wastes. The native Ungol people where not match for the wealth, arms, and magic of the Gospodar Tribe (the Empire at this time was going through a civil war and could not help the Ungols). The settlement of Praag grew in size as the Gospodars used the Lynsk to launch incursions into Ungol territory, eventually forcing the Ungol to accept Gospodar rule (who were now beginning to be called Kislevites after their capital city). Eventually the Ungols settled on the northern border of modern day Kislev where their people still reside mainly as the first line of defense against Chaos marauders. The south of Kislev is considered more civilized and even has some influence from the [[Empire]].&lt;br /&gt;
&lt;br /&gt;
Over the past 750 years the two people have basically intermingled so that now almost everyone sees themselves as people of Kislev.&lt;br /&gt;
&lt;br /&gt;
The Gospodar people have virtually all the power in the nation with the Tzars all being descended from the first Gospodar emperor and almost all the nobles are Gospodar. This is changing lately because Tzarina Katrarin has been uplifting more and more Ungol men into leadership roles to further tighten her grip on the nation.&lt;br /&gt;
&lt;br /&gt;
According to 2nd ED [[Warhammer Fantasy Roleplay]], their military consist of: Kossars, the axemen-archer infantry of the standing army of Kislev recruited from any who can pass fitness and correspondingly has an excellent reputation on the field of battle along with a terrible one off of it. Streltsi, an elite infantry subset of the Kossars first formed after a Kislev noble viewed the gunpowder portion of [[The Empire (Warhammer Fantasy)|the Empire trifecta]] put a Chaos horde to rout and decided to ape their halberds and handgunners, Streltsi are literally just the real Russian Streltsy but with more brotherhood and loving their guns so much that it&#039;s said they might find someone sleeping with their wife to be less offensive than shooting their handgun without their permission. Ungol Horse Archers, auxiliaries from the northern tribes which are basically Huns or Mongols in their natural state for battle. Winged Lancers, which are totally the Polish Winged Hussars but based from their settlements rather than part of the standing army and wear wings on their back with the explanation of them causing an unnerving sound as they ride being adapted from a common theory to the real Winged Hussars. And finally the Gryphon Company, the most prominent and heaviest company of Winged Lancers ever which is comprised of noblemen who fletch their wings with Griffon feathers and commonly act as mercenaries while not defending Kislev from Chaos invasion. They come downright close to an actual Imperial Knight order. Also, [[Awesome|at least one example of bear cavalry is canon according to WFRP]], with the prior-to-current Tzar Boris Bokha riding into battle on a bear that was tamed after they defended one another from a wolf pack attacking them while Boris had tried to break and tame the bear more conventionally.&lt;br /&gt;
&lt;br /&gt;
In order for the [[Warriors of Chaos]] to get to the Empire on foot they have to go through Kislev. So the horde that shows up in the empire is actually a hell of a lot smaller than when they marched out. Kislev has been on the forefront of the chaos wastes since its inception and not once has the nation fallen. That basically means these guys have balls of steel on par with the [[Imperial Guard]]. At least thats how it was until the end times. In current fluff, Archaon has finally destroyed Kislev and only one city still stands. And then the world ended.&lt;br /&gt;
&lt;br /&gt;
== Religion in Kislev ==&lt;br /&gt;
Like the [[Empire]] to the south the people of Kislev have multiple deities but the main one is the Cult of Ursun the Father of Bears. Other common gods in Kislev are [[Dazh]], [[Tor]], [[Taal]], and [[Ulric]].&lt;br /&gt;
&lt;br /&gt;
Remote settlements in the extreme north like Tungask worship the Kislevite pantheon plus some gods who may or may not be facsimiles of the Chaos Gods, as a result of Norse and Kurgan influence that far north.&lt;br /&gt;
&lt;br /&gt;
== Collecting Kislev ==&lt;br /&gt;
In [[Warmaster]], Kislev used to have both an official army list and a nice line of miniatures. In [[Warhammer Fantasy Battle|WHFB]], things are a little more complicated. While there is no official army book for them, aside their supplements in the 4th and 6º edition, there is also the warhammer fantasy roleplay book &amp;quot;Realm of the Ice Queen&amp;quot;. There are good fan made ones which do include Bear Cavalry which in turn makes all other human armies seem pathetic (except for the [[Warriors of Chaos]], who are motherfucking Vikings). (Honestly that&#039;s easily debatable. These manly fuckers fight giant chaos monsters with a bow, rocks, and an axe. And you think they ask for help?) There are even a few official models made for them and a small White Dwarf list for them but that is out of date. Additionally, the Privateer Press line of Khador models for Warmachine give off the nice fantasy/russian look, if going only for infantry, with the Doom Reavers, Kossite Woodsmen, and Greylord models. If you need bears, you can grab their Brun and Lug set. Actual Winged Hussars models are also hardly rare from other historically-based games.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
*Here is a link to the current fandex [https://1d4chan.org/wiki/Warhammer_Army_Project/Kislev#Why_Play_WAP_Kislev.3F]&lt;br /&gt;
*Good song to listen to while working on a Kislev army [http://www.youtube.com/watch?v=w3OpylRX53A]&lt;br /&gt;
*Good video for modeling Kislev armies from [http://www.youtube.com/watch?v=rlhpi-WllkQ]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DSC00843.JPG|Kislev Minis for [[Warmaster]]. Those were the days...&lt;br /&gt;
File:Kislev2 v2.gif|Map of Kislev&lt;br /&gt;
File:Winged Lancers.JPG|The Famed Winged Lancers of Kislev (well actually Polish Winged Hussars but whatever same thing)&lt;br /&gt;
File:Kislev.png|Living in Kislev is basically like this&lt;br /&gt;
Ursun.png|Ursun, the main god of Kislev and the most goddamn Russian thing ever since [[/v/|Zangief]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Regions and areas of the Old World}}&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:C130:A4E4:573E:4976:246D</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dragon&amp;diff=182764</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dragon&amp;diff=182764"/>
		<updated>2019-12-17T11:05:21Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:C130:A4E4:573E:4976:246D: /* Classical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Red Dragon.jpg|thumb|right|400px|A red dragon from &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039;. This is pretty much what most people today think of when they hear the word.]]&lt;br /&gt;
{{Topquote|I kill where I wish and none dare resist. I laid low the warriors of old and their like is not in the world today. Then I was but young and tender. Now I am old and strong, strong, strong [...] My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!|Smaug, &#039;&#039;[[The Hobbit]]&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Dragons are mythical creatures found all around the world (although this is admittedly more due to decisions on the part of early translators than anything else &amp;quot;hey Jack, what should we designate as the translation of &amp;quot;Qetzacouatl&amp;quot; the feathery serpent thing from mesoamerica?&amp;quot;  &amp;quot;I don&#039;t know... &#039;dragon&#039;?&amp;quot;), possibly inspired by various sources such as giant lizards such as varanids, crocodillians and serpents, but also [[dinosaur]] bones and simple tall-tales from travelers in distant lands. Dragons are often portrayed as keepers of vast hordes of treasure, which they accumulate over their very long lifespan and guard covetously - in western mythology, this is often an extension of their use as a metaphor for royal power. They can often fly and breathe fire or poison. Because of their majestic, fantastic nature dragons are a staple of much fantasy fiction and games. One of the most well known dragons is Smaug, from [[Tolkien]]&#039;s &#039;&#039;The Hobbit&#039;&#039;. The vast majority of later portrayals of dragons in fiction were based on Smaug, who in turn had been inspired by the dragon Fáfnir, from the Völsunga Saga and the dragon from Beowulf. In modern days dragons, being pretty much the the logo of &#039;&#039;fantasy as a genre&#039;&#039;, have a wide variety of natures and depictions. Some are as smart as (if not smarter than) humans, some are no smarter than an iguana. Some are inherently magical, some not. Some are good, some are evil, some neutral. Basically, go nuts.&lt;br /&gt;
&lt;br /&gt;
A surprisingly common feature of dragons in fantasy is the &amp;quot;dragon rider,&amp;quot; a warrior who, somehow, is usually harnessed up to a dragon, which actually has two justifications besides &amp;quot;[[Awesome]]&amp;quot;: For an intelligent dragon, they offer a slight, but non-trivial edge in combat (spotting threats early, and possibly giving you a new attack if they have a weapon that&#039;s effective versus other dragons, at a slight to moderate cost in extreme flight maneuvers); for unintelligent dragons, being able to field them at all in war.&lt;br /&gt;
==Mythology==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
===Classical===&lt;br /&gt;
&lt;br /&gt;
There are a bunch of monsters that might be referred to as a &amp;quot;dragon&amp;quot; by modern readers; among them are Apep of Egypt, various beasts from Mesopotamian myths, the Greek [[Hydra]], and the Jewish Leviathan. The fact that so many different cultures across such vast gulfs of time and space all come up with the same general idea of what a dragon is, has generally be attributed to dinosaur fossils which appear all over the earth.&lt;br /&gt;
&lt;br /&gt;
===Medieval Times===&lt;br /&gt;
&lt;br /&gt;
In Medieval lore, the most important dragon story is that of [[https://en.wikipedia.org/wiki/Saint_George_and_the_Dragon Saint George and the Dragon]]. Most depictions of dragons descend in some way from it (either directly, or by imitating something that imitated it). Also of note: Beowulf&#039;s third book is about him fighting a dragon to his death.&lt;br /&gt;
&lt;br /&gt;
===Asia===&lt;br /&gt;
Asian Dragons are typically long, snake-like creatures, and are generally less malevolent than their European counterparts. They tend to be associated with water rather than fire. At least one Chinese creator-goddess appeared as a hybrid of woman and dragon, whilst there are Japanese stories of noble men marrying female dragons. They don&#039;t usually have wings, flight being accomplished either by magic or riding the wind.&lt;br /&gt;
&lt;br /&gt;
===Elsewhere===&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Dragons are one of the main selling points of the &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039; game, to the point that the [[Dungeons_%26_Dragons_4th_Edition|4th edition]] and [[Dungeons_%26_Dragons_5th_Edition|5th edition]] include a draconian race called [[Dragonborn]], intended for players who &amp;quot;want to look like a dragon&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Dragon kind]] and [[Half-Dragons]] are basically the confirmation of the rule that dragons can mate with anything, taking their place among the races often referred to as &amp;quot;slut races&amp;quot;: [[human]]s, fiends, celestials, [[dryad]]s, [[slaad]]i, [[modron]]s, [[inevitable]]s, [[formian]]s and gribbly abominations from the [[Far Realm]]. We now permit you to take a break to use the brain oxi-clean provided to you by Billy Mays&#039; ghost to scrub any mental images you may have of a [[human]], dragon, [[angel]], [[Tanar&#039;ri|balor]], black slaad, formian queen or-OH SWEET MERCIFUL GOD-EMPEROR THE MENTAL IMAGE!!!! &lt;br /&gt;
&lt;br /&gt;
&amp;quot;True&amp;quot; dragons, meanwhile, come in all shapes and sizes, from the evil Chromatic to the good Metallic, the [[psion]]ic Gem dragons, elemental dragons, plane-aligned dragons (one for each [[Planescape|Outer Plane]] except [[Arcadia]], where dragons are hated), Astral dragons, disaster dragons and even the potent and rare Time Dragons, who are amongst the most dangerous creatures in existence.&lt;br /&gt;
&lt;br /&gt;
There are also &#039;Dragon Riders&#039;. That&#039;s to be taken literally in the overwhelming majority of cases, just in case you didn&#039;t use enough brain bleach just 5 nanoseconds ago. They&#039;re really just pussy [[knight]]s that stay safe just pointing the dragon in the right direction and let it fight for them, occasionally dismounting to deliver a finishing blow or give a pompous bullshit speech. (Except for [[Viking]] Dragon Riders, hardcore shit right there!) Though it&#039;s important to remember that these are rare in D&amp;amp;D, as everyone in this world, dragons themselves especially, will point out that a human having a pet dragon is like a fly having a pet human. [[/d/|This said, if you read what required said brain bleach above, the other kind of ride does happen occasionally as well]]. [[Half-Dragon]]s wouldn&#039;t exist otherwise.&lt;br /&gt;
&lt;br /&gt;
===Kinds of Dragons===&lt;br /&gt;
There&#039;s a boatload of dragons in &#039;&#039;D&amp;amp;D&#039;&#039;, many of whom fit into the following groups:&lt;br /&gt;
&lt;br /&gt;
* [[Chromatic Dragon]]s - The original dragons, coming in a variety of colors. They are all some variety of evil and are the children of the dragon goddess [[Tiamat]]. In order of power White, Black, Green, Blue and Red are the five most common colors, but others include yellow, brown, purple and a whole rainbow of other colors.&lt;br /&gt;
* [[Metallic Dragon]]s - Starting out with only the gold dragon, in later editions they became linked to [[Bahamut]], the god of good dragons. The most common ones are Brass, Copper, Bronze, Silver and Gold in order of power, with others including Iron, Steel and Adamantine.&lt;br /&gt;
** [[Ferrous Dragon]]s - A subgroup of the Metallic Dragons, Ferrous Dragons are made of base metals instead of the noble ones.&lt;br /&gt;
* [[Gem Dragon]]s - Adorned with crystal scales, the Gem Dragons have potent [[psionics]] and are usually also the go-to Neutral dragons to the Metallics&#039; Good and Chromatics&#039; Evil.&lt;br /&gt;
* [[Catastrophic Dragon]]s - Introduced in [[4e]], these dragons have been infused with [[elemental]] power by the [[Archomental|Primordials]] to make them look like elemental dragons.&lt;br /&gt;
* [[Planar Dragon]]s - Dragons linked to the various [[Plane]]s of existence, frequently the [[Outer Planes]] of [[Planescape]]. All of said Outer Planes have their own kind of dragon, except for [[Arcadia]] where dragons are despised.&lt;br /&gt;
* [[Oriental Dragon]]s - Based on Asian dragons, the Oriental Dragons are the dragons used in [[weeaboo|such]] settings. They generally have close ties to nature, like forests, the skies, the seas... or [[carp]]! Notable is that the Gold Dragon, the first Metallic Dragon, was stylized as such a dragon, but was changed to a more traditional western design (although they did retain their bitchin&#039; moustache of barbels). Also known as Lung Dragons. [[Pathfinder]] calls them Imperial Dragons.&lt;br /&gt;
* [[Dragonet]]s - Miniature dragons more suitable for familiars or high fantasy worlds, featured in &#039;&#039;[[Advanced Dungeons &amp;amp; Dragons]]&#039;&#039;.&lt;br /&gt;
* [[Linnorm]]s - Nordic-themed dragons who possess wing-less serpentine bodies with only a set of forelimbs. Usually described as being even nastier and crueler than Chromatics.&lt;br /&gt;
* [[Song Dragon]]s - Originally called &amp;quot;Weredragons&amp;quot;, [[Monster Girl Encyclopedia|an all-female race of dragons who use their ability to assume human form to interact with mortal races and find mortal spouses]].&lt;br /&gt;
* [[Epic Dragon]]s - Introduced in the [[Epic Level Handbook]].  Epic dragons are much larger and more powerful than regular dragons.  They are usually neutral aligned but have more variation in alignment than other kinds of dragons.   The first two kinds of Epic Dragons, Force Dragons and Prismatic Dragons, were introduced in the [[Epic Level Handbook]]..  Force Dragons are immune to force effects and have a very powerful force breath and force based spell-like abilities, and also become more difficult to see as they age until they are completely invisible as Great Wyrms.  Prismatic Dragons are immune to prismatic and light based spells and blindness and have a breath weapon based on the &#039;&#039;prismatic spray&#039;&#039; spell, and can use several other prismatic and light based spell-like abilities.  A third type called Time Dragons were indroduced in [[Dragon Magazine]].&lt;br /&gt;
* [[Wyvern]]s - Dim-witted, feral, more bestial dragons who lack a breath weapon, have wings instead of forelimbs, and a poisonous stinger.&lt;br /&gt;
* Undead Dragons - Various kinds of undead dragon have appeared throughout editions, from the famous [[Dracolich]] to less-famous zombie, skeletal and vampire dragons.&lt;br /&gt;
* Shadow Dragons - Depending on edition, either a dragon with some elemental affinity to darkness, a planar dragon, or an undead dragon.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a great medley of setting-unique dragons, such as those native to [[Mystara]] and [[Dragonlance]].&lt;br /&gt;
&lt;br /&gt;
Finally, there are the [[Dragon Gods]], a loose pantheon of deities unique to D&amp;amp;D dragons that hasn&#039;t traditionally gotten a lot of attention because, well, they only really give a fuck about dragons and dragons don&#039;t usually get too religious (they don&#039;t like acknowledging something as being bigger than them). The advent of the [[Dragonborn]] as a PC race is likely to change this, however.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Dragons}}&lt;br /&gt;
&lt;br /&gt;
==Shadowrun==&lt;br /&gt;
Dragons from [[Shadowrun]] come in four types depending on where they originate from: Western Dragons (European and North American), Eastern Dragons (Asian}, Feathered Serpents (South American and African), and Sea Dragons (any of the oceans}. Despite morphological differences between the different breeds, they all can interbreed, and all share the mentality of highly intelligent, manipulative, avaricious douchebags. In their natural forms, dragons cannot speak verbally but instead use telepathy, which cannot be recorded; most dragons of significance in the setting have metahuman &amp;quot;Voices&amp;quot; who relay their words for them in telecommunication or recorded interviews.&lt;br /&gt;
&lt;br /&gt;
In D&amp;amp;D-descended settings, being a corrupt, amoral, greedy entity that forces less-privileged beings to worship them would make them glorified, if terrifying, bandits at best. In the gritty cyberpunk society of Shadowrun, Dragons can do all of this within the margins of a legitimized and prosperous career, intermingling with metahuman society on the boards of megacorps and in seats of power in the few polities that matter. Although they like to use these newfound levers of power that the mortals built up, they also conform to a draconic culture that exists beside (or more accurately, outside) metahuman society. Draconic society also has a loose hierarchy; the Great Dragons reside at the top, sometimes duking it out and sometimes working with one another as they pursue individual agendas, and the &amp;quot;lesser&amp;quot; dragons doing their own thing are left alone, as long as they don&#039;t step on the Greaters&#039; toes and occasionally take orders.&lt;br /&gt;
&lt;br /&gt;
What separates the Greater Dragons from the rest isn&#039;t entirely understood. While there&#039;s a strong correlation with power and age separating the Greats from the rest, considering the ways they think, what makes a Great isn&#039;t quite so crude.&lt;br /&gt;
&lt;br /&gt;
Also due to the gritty cyberpunk setting, dragons aren&#039;t entirely good or evil, but exist more along a morally ambiguous spectrum. Unlike D&amp;amp;D, where the dragons are separated into the various flavor of evil chromatics and good metallics, Shadowrun dragons are all individuals with their own motivations and ambitions and personal hopes and fears, even though they are all ancient, alien beings who can&#039;t help but see metahumanity as mostly small and ephemeral beings, where some of them can even be considered good. They remain the biggest power players in the Shadowrun setting, driving much of the conflict and intrigue as they fight amongst each other and other powers, but also stand united in protecting the world and metahumanity from the terrors of [[Cthulhu|the Horrors]].&lt;br /&gt;
&lt;br /&gt;
Some of the most notable dragons are:&lt;br /&gt;
* Aden: The only known Great Sirrursh (a variant of the Eastern Dragons). He likes to appear to humanity as either a beautiful man or a handsome woman, mostly to fuck with people. He&#039;s best known for destroying Tehran after a &#039;&#039;fatwah&#039;&#039; was declared against metahumans and the Awakened, so standing up for the people who weren&#039;t normie humans means he&#039;d probably be an okay guy if he weren&#039;t so edgy and angry all the fucking time. Currently pulling strings against the various Muslim movements in the Middle East and balancing fending off Lofwyr&#039;s attempts to muscle in on his territory.&lt;br /&gt;
* Alamais: A Great Western Dragon, Lofwyr&#039;s brother and chief rival, and would-be champion of the downtrodden if here weren&#039;t a huge fucking prick. Liked to associate with populist movements, like underground political scenes and terrorist organizations to get his work done, and was probably responsible for some of Lofwyr&#039;s woes. Also advocated for hunting metahumans for sport. &#039;&#039;Also&#039;&#039; also had an ongoing prank war with Dunkelzahn where they traded a fruitcake for 37 years, mostly through shadowrunners breaching one another&#039;s defenses. Died in 2074 in a war that tore apart a section of Italy and left 38 other adult dragons dead.&lt;br /&gt;
* Arleesh: A Great Feathered Serpent, known to travel the world to hunt down and destroy magical artifacts that pose a danger to metahumanity. Probably pretty cool if she could let her hair down once in a while.&lt;br /&gt;
* Celedyr: A Welsh Great Western Dragon. Less concerned about power and wealth than he is with knowledge, and hence technology, and thus became CTO of NeoNET. He then worked for just enough shares to pursue the avenues of research he wanted to and be left alone, or was outmaneuvered by Machiavellian human CEO Richard Villiers in powerplays over NeoNET, depending on who you listen to. Was the mentor and patron of lesser dragon Eliohan, a Matrix guinea pig, which also kicked off the CFD plotline (which nobody cared about). Also sponsor of the Knights of Rage streetgang, who serves as his agents out in the world.&lt;br /&gt;
* Dunkelzahn: Widely and justifiably considered to have been the most gregarious and open-minded of the dragons, particularly when it came to giving metahumanity a fair shake. The Big D was &#039;&#039;the Dude.&#039;&#039; Less of an oligarch and more of an eccentric, Big D didn&#039;t put all of his chips into one nation/megacorp like the other dragons did, so he became a broad entrepeneur and collector. He started a public career with a late night talk show and ended up successfully running for President of the UCAS, until a car bomb killed him some ten hours after his swearing in. The who and why is still unclear, though the &amp;quot;consensus&amp;quot; for those in the know is that he committed suicide, making himself into a sacrifice that would rebalance the astral from the Great Ghost Dance from some decades before. The Big D wasn&#039;t immune to draconic dickishness though; his will turned much of the established power structures on their heads and continues to influence the plot some 20 years down the line. Lofwyr, going full Tsundere mode, pointed out to some folks that &amp;quot;he wasn&#039;t such a great guy&amp;quot; and that he was still a dragon first and foremost, and his will was still enacting plots that furthered his personal goals many years after his death.&lt;br /&gt;
* Eliohan: A lesser Western dragon who was abducted and experimented on by an Ares subsidiary by installing a datajack, making him the only known dragon with a meaningful relationship with the Matrix. Despite being &amp;quot;driven insane&amp;quot; and technically impossible, he loved the feeling and became a good decker as well as president of the subsidiary that abducted him. It was sold off to NeoNET a few years later where he reconnected to his mentor Celedyr. Eliohan flatlined in Crash 2.0, but his conscious survived as an E-Ghost, prompting Celedyr to research ways into downloading a conscience into a braindead meat body to restore his apprentice. Despite quite a bit of being fucked about from behind the scenes, including the entirety of the CFD plot, Eliohan was returned to his body, letting him continue to live a normal dragon life.&lt;br /&gt;
* Feuerschwinge: A German Great Western Dragon. When she woke up, she went on a bloody rampage that left many thousands of people dead until she was shot down by the German military. It was probably because she had a strong ecological bent, and humanity fucking with the environment drove her crazy. Probably. &#039;&#039;Probably.&#039;&#039;&lt;br /&gt;
* Ghostwalker: A Great Western Dragon and Big D&#039;s brother. His first act upon awakening was taking control of Denver (or technically, the FRFZ) and banning Aztlan for reasons hardcore Shadowrun fans would understand. He has a thing for spirits&#039; rights, to the point where he is violently against binding or even summoning spirits within his territory.&lt;br /&gt;
* Hestaby: A Great Western Dragon from the Pacific Northwest. She first appeared to end the war between California and Tir Tairngire, basically telling the kids to get off her lawn and go home. She cultivated a public persona of an egalitarian guardian of nature and metahumanity, level-headed and moderate in comparison to her brethren. The Great Dragons felt that she was taking metahumanity&#039;s side against her own kind and convened a trial that declared her outcast.&lt;br /&gt;
* Lofwyr: A Great Western Dragon from Germany, Lofwyr is the richest person on Earth. You know how counterculture people want to stick it to The Man? Yeah, that&#039;s Lofwyr. He is The Man. Most of his fortune is a result of his leveraged buyout and subsequent expansion of the Saeder-Krupp industrial corporation; he lives in its headquarters in the Rhine-Ruhr Megaplex arcology. He is probably also the power behind the throne of the Gasperi Mafia family, which controls the criminal underworld in Rhine-Ruhr. His name is known and feared worldwide, and he was the direct inspiration for the Sixth World aphorism &amp;quot;never deal with a dragon&amp;quot;.&lt;br /&gt;
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==Warhammer==&lt;br /&gt;
Dragons have appeared since the beginning in &#039;&#039;[[Warhammer Fantasy]]&#039;&#039;, but they&#039;re ironically one of the most vaguely defined parts of the lore. They will ally themselves with the [[High Elves]] and be used as powerful (and in game terms: expensive) mounts for elven lords. Aside from being intelligent, there&#039;s not much stated about them. Some dragons have also been corrupted by [[Chaos]] and fight alongside the [[Warriors of Chaos]]. In both cases, they are made out to be among the most powerful monsters in the setting, and their stats live up to it, with only few models, including [[Daemon#Greater_Daemons|Greater Daemons]], having a chance at beating them.&lt;br /&gt;
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[[Storm of Magic]] sees the return of &amp;quot;Emperor dragons&amp;quot;, huge dragons that are arguably the most powerful units in the book. Emperor dragons not allied with Chaos can also be upgraded all the way up to level four sorcerers, in addition to having nearly all 9s across their statline. This does make them extremely expensive, ruling out their use in all but the highest-point games.&lt;br /&gt;
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Dragons also have a connection with the [[Vampire Counts|vampires]], the reason being their blood has the power to cure their otherwise ceaseless thirst for blood. [[Abhorash]] and [[Zacharias The Everliving]] being the primary beneficiaries of this, where they defeated the beast either with [[awesome|straight up glorious approach]] or just [[Noobs|cowardly draining their blood in their sleep]]. Abhorash then formed the [[Blood Dragon]]s and tells his disciples if they want some of that sweet dragon ambrosia they have to go out and earn it themselves.&lt;br /&gt;
&lt;br /&gt;
Speaking of dragon slaying, it is a popular hobby in the world of &#039;&#039;Warhammer&#039;&#039;, where the reason said slayers participate in such activity is to either [[Bretonnia|prove themselves]], [[Slayer|die gloriously or having the glory to kill it]], [[Blood Dragon|the aforementioned thirst for blood as well as making it serve as a pretty sweet mount in undeath]], [[Ogre Kingdoms|for food]] or [[Gotrek &amp;amp; Felix|just killing them for fun]].&lt;br /&gt;
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Some prefer to just tame them by rearing them from an egg then riding them into battle when they are big enough. Races or Factions like the [[Empire]] ([[Karl Franz]]&#039;s dragon and Elspeth von Draken&#039;s Carmine Dragon are the only example for the human, for now), the High Elves, [[Wood Elves]], Vampire Counts(undead dragon, so is more of a summoning than taming), Warriors of Chaos, and the Dark Elves examples of this.&lt;br /&gt;
&lt;br /&gt;
Like in many settings, Warhammer has a number of different types, beyond the common/Emperor Dragon split.&lt;br /&gt;
* Sun Dragon - The youngest and smallest breed of High Elven dragons.&lt;br /&gt;
** Moon Dragon - Older and rarer than Sun dragons.&lt;br /&gt;
*** Star Dragon - The largest, most powerful, rare and eldest of all dragons.&lt;br /&gt;
* Black Dragon - Dragons corrupted by [[Dark Elves (Warhammer Fantasy)|Dark Elven]] magic. Sulekh being Malekith&#039;s second dragon (first black dragon) to replace his old one. After Sulekh&#039;s death, it was replaced by Seraphon as Malekith&#039;s third dragon (second black dragon), who Malekith instantly favored because of its ruthless action of destroy the eggs around him upon its birth.&lt;br /&gt;
** Sea Dragon - Corrupted dragons which have grown so large they can no longer fly. The Dark Elves now use them to tow their massive ships.&lt;br /&gt;
* Forest Dragon - Dragons that have adapted to live in the deep forests, so long that their will now linked to the Athel Loren itself, and fight whenever the forest will. In total war warhammer, It is a forest green beast with antler growing on its head, butterfly pattern on it&#039;s wing and leaves, vines growing on its body as a proof of its connection with the forest.&lt;br /&gt;
* Shard Dragon - Serpentine dragons that adapted to the [[Underdark|deep places]] of the world. They would attack everything they met no matter how harmless they are. Dwarf miners often encountered and awoke these assholes slumber and were met with not only [[rape|predictable result]], also a shit tons of grudge if there were survivors. Some Runesmiths put a rune collar on them and send them to battle like how the lizard man done to the dread saurian. But knowing the Dwarfs, a few long beards would got off their chair and start bitching at the dishonorable and repugnant idea of bringing monster onto the battlefield and why not just put the trustworthy Dawi axe onto the face of the enemy.&lt;br /&gt;
* Chaos Dragon - Dragons perverted by the ruinous powers, typically [[Tzeentch]]. No two are said to be alike, but they tend to have two heads. Galrauch is said to be the first chaos dragon. Possessed by a lord of change, it wreck peoples shit while earning hundreds of Dwarven grudges on [[Book of Grudges|The Dammaz Kron]]. Egrimm van Horstmann also has a chaos dragon called Baudros.&lt;br /&gt;
* [[Carmine Dragon]] - Dragons that are born tied to the amethyst winds of death magic. Elspeth von Draken being the only known to have it as a mount so far. &lt;br /&gt;
* [[Toad Dragon]] - Giant lumbering reptilian horrors with insatiable appetites and a frog-like tounge. Oftern serves Nurgle worshipers. Tamurkhan owned a Toad Dragon named Bubebolos and it is the most well known and the greatest of its kind.&lt;br /&gt;
* Zombie Dragon - Basically dead dragon raised by Vampires to become their mount.&lt;br /&gt;
* The Imperial Dragon - The Empire&#039;s only owned dragon (Elspeth&#039;s dragon does not count). It was taken from the deepest cave of the black mountain. Only Karl can rode it in battle. It sits in the imperial zoo of Altdorf whenever Karl rodes deathclaw to battle. It is also nameless. The poor dragon just can&#039;t be anymore popular than deathclaw huh?&lt;br /&gt;
* The Dragon Emperor - Not to be confused with the above entry. [[Cathay]]&#039;s ruler is a dragon capable of taking human form. Not much is known about him, given Cathay&#039;s lack of fluff in general. But what we do know about them is that they share the same serpent like appearance like real life Asian dragon and they are awesome at being a magic caster (especially lore heaven), so awesome that they fucked up the ogre tribes living north, created the great maw and sunk a Dark Elf Black Ark. Its is also known that the Dragon Emperor is able to intercourse with human which result in many citizen in Cathay that shares their blood. Shugengan are Cathayian magic users who had Dragon blood in their vein and are talented at magic because of it.&lt;br /&gt;
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==Warcraft==&lt;br /&gt;
Dragons are one of the oldest creatures in Azeroth granted great magical abilities by the Titans that shaped their world. In a reversal of their typical role, dragons in &#039;&#039;Warcraft&#039;&#039; were all originally benevolent, although their way of thinking and doing things didn&#039;t always line up with the short-term thinking of some of the mortal races. They were originally a species of proto-dragons that had wyvern-like wings which they used as forelimbs, two puny fore arms and two muscular rear legs and a tail. As a gift for their assistance in defeating the most powerful proto-dragon, Galakrond (Imagine a warhammer Ghorgon but as a dragon whose breath is so bad it literally wakes the dead), during the ordering of Azeroth the Titans altered them to be the larger and more intelligent four-legged dragons. They are segregated into five types called dragonflights each with different roles and abilities bestowed to them by one of the five Titans. Each dragonflight was assigned by a Titan to protect some aspect of their work on Azeroth while they went off to do Titan stuff else where in the universe. The leader of a dragonflight is called an Aspect, and some dragonflights still have their original Aspects.&lt;br /&gt;
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* Red dragonflight: Led by Alexstrasza the Life-Binder, red dragons are fierce guardians of life. They were also given a degree of dominion over the other dragonflights.&lt;br /&gt;
* Blue dragonflight: Originally led by Malygos, and later by Kalecgos. Their domain is the aspect of magic. The blue dragonflight is said to be the least populous flight.&lt;br /&gt;
* Green dragonflight: Aspects of nature who have a strong bond to a realm called the [[Feywild|Emerald Dream]]. Said to be the most populous dragonflight, though most rarely venture out of the Dream. Led by Ysera the Dreamer.&lt;br /&gt;
**Nightmare dragons: Green dragons and their allies which have been twisted by a corruption in the Emerald Dream called the Emerald Nightmare, they now embody the negative aspects of nature such as decay and rot, and serve the Old Gods.&lt;br /&gt;
* Bronze dragonflight: Tasked with watching over time and making sure nobody messes with the timeline, bronze dragons are patient and reclusive. Led by Nozdormu the Timeless.&lt;br /&gt;
** Infinite dragonflight: Bronze dragons who go rogue, they intentionally attempt to sabotage history to prevent past calamities. Led by future Nozdormu when he finally goes batshit insane due to seeing all the cataclysms well in advance and not being able to prevent them. [[Grimdark|His current-time self is perfectly aware that will eventually happen to him (it was part of the deal making him the guardian of time to reveal his eventual end to him) but there&#039;s nothing he can do about that either!]]&lt;br /&gt;
* Black dragonflight: Originally aspects of earth, tasked with keeping watch of the deep places. Which backfired horribly, because that&#039;s where the Old Gods hang out! Originally led by Neltharion the Earth-Warder, later known as Deathwing, he fell to evil and the rest of his flight followed suit. Now they are all treacherous assholes and nobody likes them they and take every possible opportunity to kill them, thus they have been hunted nearly to extinction. There are two non-evil black dragons whose minds were freed from the malicious influence of the Old Gods before they were hatched thanks to titan artifacts: Ebyssian, also known as Ebonhorn, a Spirit-Walker of the Highmountain Tribe, and Wrathion, the supposed heir of Deathwing who has taken it upon himself to make sure Azeroth doesn&#039;t get fucked.&lt;br /&gt;
* Chromatic Dragonflight: A dragonflight created by Nefarian, one of the most prominent black dragons, through gruesome experiments, combining the features and abilities of all five flights. Almost every one of these creations were unstable, deformed, infertile and/or short-lived, with a single exception: Chromatus, a five-headed dragon who could only be stopped by the combined efforts of the aspects (excluding Deathwing).&lt;br /&gt;
* Twilight Dragonflight: Originally created by Sintharia/Sinestra, the twilight dragonflight suffered from similar problems to Nefarian&#039;s chromatic dragons. That is, until Deathwing came along and combined the efforts of both to perfect the twilight dragons, successfully creating a powerful breed of dragons that feed vampirically on all forms for energy. The twilight dragonflight was nearly driven to extinction following the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
Things turn bad for the dragonflights when the black dragon aspect Neltharion was corrupted by the Old Gods who were imprisoned by the Titans deep within Azeroth. He plotted to destroy Azeroth to release his new masters when the Burning Legion, an army of demonic invaders led by the fallen Titan Sargeras, began to attack Azeroth. With their world under siege, Neltharion tricked the other four dragons into lending their powers to the Dragon Soul, a powerful artifact of his design, only to betray them and use it against them slaying many dragons. This treachery caused the other dragons to go into hiding away from each other, and although Neltharion (who had now assumed the name Deathwing) was eventually defeated, the world was twice shattered by cataclysms and the Dragon Soul would resurface periodically throughout history to pain the dragonflights until its eventual destruction, which drained the flights of much of their powers and turned them mortal.&lt;br /&gt;
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Additionally, there exist other dragons that didn&#039;t ascend alongside the five main flights, but still share a similar physique and level of intelligence. An example of such is the Storm Dragons of Stormheim, and the supposed existence of a violet dragonflight of proto-drakes.&lt;br /&gt;
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==Warmachine==&lt;br /&gt;
The creatures called &amp;quot;dragons&amp;quot; in the [[Iron Kingdoms]] look nothing like dragons in other worlds. Rather than winged serpentine creatures of majesty and power, the &amp;quot;dragons&amp;quot; of Caen are [[Call of Cthulhu|monstrosities of inconsistent form]] and not of this world, capable of altering the bodies and minds of other creatures in horrific ways with an exotic energy they constantly emit, an energy the people of this world simply call &amp;quot;blight.&amp;quot; The only thing known about their origin is that the gods did &#039;&#039;not&#039;&#039; create them. They are immortal as long as their athanc (a kind of heartstone) is not destroyed. A dragon reproduces by chipping off a piece of its athanc and letting it generate a new body, but such offspring have an innate urge to recombine their athancs and control all the power within them. There are two dragons of significance in Caen: Dragon Lord Toruk, god and master of the [[Cryx]] faction and &amp;quot;father&amp;quot; to the other known dragons, and Everblight, a shard of Toruk that went off and did its own thing with elves and mutations, eventually creating its [[Legion of Everblight|eponymous faction]].&lt;br /&gt;
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==Monstergirls==&lt;br /&gt;
[[File:The Odd Couple.jpg|thumb|right|300px|Nights out on the town/village usually result in mass panic, chaos, fires, bloodshed and various other forms of shenanigans. Have fun...]]&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Dragons are large, dangerous, majestic and exotic creatures, so of course people want to fuck them. Dragons, in their normal form or a more human form are of the scaly subgroup of [[Furries]]: furries attracted to things with scales instead of fur. They have a minor reputation of being [[That Guy]] amongst the furries because they have to be so special and fuck mythological creatures instead of dogs, cats, horses, foxes, rabbits and birds like &amp;quot;normal&amp;quot; people.&lt;br /&gt;
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While dragons in [[beastfolk|a humanoid shape]] (i.e. [[Dragonborn]]) are enjoyed by quite a few people, a large number prefer dragons in their natural shapes. For them it&#039;s about the contrast between the large and powerful dragon and their small and fragile frame: the fear makes their boners strong. There&#039;s also the perverts who want their dragons to have nonhuman genitals, which is a concept that the infamous Bad Dragon company has capitalized on by selling [[meme|their infamous dragon dildos]], which are often used as the punchline of a joke.&lt;br /&gt;
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One of the things that dragons in &#039;&#039;D&amp;amp;D&#039;&#039; are infamous for is their ability to breed with just about any creature, and not being shy about it. (Just take a look at for instance the [[Song Dragon]]s.) Only Constructs and Undead can&#039;t reproduce with them, and even then it&#039;s possible to build or raise a dragon from the dead. This means that you can encounter anything from draconic [[unicorn]]s and [[owlbear]]s to draconic plants, [[slime]]s, [[aberration]]s and far worse (or better, depending on your [[Magical Realm|perspective]])).&lt;br /&gt;
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Portraying &amp;quot;non-morphic&amp;quot; (ie: no breasts) female dragons on /tg/ in a semi-erotic light is a real act that stirs contention. On the one hand, this is a well-known part of the furry fandom. On the other hand, dragons are &#039;&#039;&#039;iconic&#039;&#039;&#039; fantasy creatures. Plus, in &#039;&#039;[[Dungeons &amp;amp; Dragons]]&#039;&#039;, it&#039;s canon that many dragons like to get them some non-draconic loving, with their two patron/creator gods [[Tiamat]] and [[Bahamut]] first in line to nab themselves some quality mortal ass on a regular fashion and setting the example for their progeny. And that&#039;s when said progeny hasn&#039;t evolved to breed with humanoids in the first place, see aforementioned [[Song Dragon]]s. So people will [[rage|fight bitterly]] whenever they pop up in a thread, you can guarantee.&lt;br /&gt;
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Naturally, the idea of dragons as sexy quickly was taken up by the [[monstergirls]] crowd - in fact, one of the earliest [[/d/|Ecchi]] OVAs to make it into America was &amp;quot;Dragon Half&amp;quot;, in which the main character was the [[Half-Dragon]] daughter of a female dragon and a male human, her father being sent to slay the dragon and forgetting the &amp;quot;s&amp;quot; while underway. Pink appeared as a cute girl with dinky little dragon wings, cute horns, a tail and the ability to breathe fire. In fact, Pink has actually come to be the defining archetype for the dragongirl in MG fandoms; a human girl with horns, wings, a tail and, optionally, scales on the limbs - sometimes with paw-like feet, digitigrade legs, or even paw-like hands. It helps that this tends to be pretty accurate to &#039;&#039;D&amp;amp;D&#039;s&#039;&#039; own depiction of half-dragon humanoids (up to the social maladjustment of having such weird parents, played for laughs in the manga). As with any &amp;quot;beastgirl&amp;quot;, dragon-girls with full-body scales or weirdly-colored skin are contentious because, no matter how human their face, they may look too furry for some purists to accept.&lt;br /&gt;
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Dragon-girls are very popular in Japanese fantasy media, especially videogames. [[Final Fantasy]] even has a race, the Gria, who are an entire species of cute dragon-girls native to Ivalice.&lt;br /&gt;
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Strangely, despite the existence of more &amp;quot;player friendly&amp;quot; dragon races like [[Dragonborn]], [[Dray]] and [[Spellscale]]s - the latter of whom are even supposed to have evolved from [[Half-Dragon]] [[Sorcerer (Dungeons &amp;amp; Dragons)|sorcerers]] - the idea of reskinning these races to present them as dragon-girls never really gets mentioned. This likely has something to do with the fact that these races are less powerful than the half-dragon, and the standard &amp;quot;I want to be a dragon-girl!&amp;quot; player/DM &#039;&#039;also&#039;&#039; wants to have &#039;&#039;&#039;all&#039;&#039;&#039; of the draconic powers - [[Breath Weapon]], [[Damage Reduction]], and Flight.&lt;br /&gt;
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===Gallery===&lt;br /&gt;
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File:Dragon Housemaid.jpg|At least one of these forms will please some anon out there.&lt;br /&gt;
File:Asiatic Dragon Geisha.jpg|Asian dragons are beasts - or beast-girls - of a different color.&lt;br /&gt;
File:Red Dragongirl.png|A classic example of the monstergirl dragon.&lt;br /&gt;
File:Risque Dragongirl.jpg|The &amp;quot;scale bikini&amp;quot; look is popular for dragon-girls.&lt;br /&gt;
File:Dragongirl Princess.png|Well, when a dragon kidnaps a princess, sometimes the kingdom gets an heir out of it.&lt;br /&gt;
File:Draconic Shifter.jpg|There&#039;s something for everyone.&lt;br /&gt;
File:Dragonmorph Sorceress.jpg|Some like their dragons with breasts.&lt;br /&gt;
File:Dragon Sorceress.jpg|Some like their dragons au naturale.&lt;br /&gt;
File:Athasian Dragongirl.jpg|Even the dread [[Athasian Dragon]] isn&#039;t immune to the [[monstergirls]] treatment.&lt;br /&gt;
File:Faerie Dragongirl.png|A rare example of the [[Faerie Dragon]] getting the MG treatment.&lt;br /&gt;
File:Fem.jpg|Exhibit A in why furries &amp;amp; /tg/ have such a love-hate relationship.&lt;br /&gt;
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===Monster Girl Encyclopedia===&lt;br /&gt;
Naturally, the &#039;&#039;[[Monster Girl Encyclopedia]]&#039;&#039; has its share of dragon-themed monstergirls.&lt;br /&gt;
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The actual &amp;quot;Dragon&amp;quot; fits the same kind of style first seen on the setting&#039;s Lizardgirl; scaly limbs, paw-like hands and feet, a tail, fin-like ears, horns and wings. They are characterized by their extreme pride; whilst not quite [[tsundere]]s, they&#039;re determined to give themselves only to the best possible man.&lt;br /&gt;
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In a terrible irony, if a Dragon fails to find a husband before she dies, the dark energies permeating the world will reanimate her as a Dragon Zombie, a corpse-colored (blue-gray skin, dark mold-green wings, white hair) dragon with bony scales. In this state, her mind has degenerated, leaving her a horny bimbo obsessed with finding a man and taking him for her mate. These dragon-girls are quite dangerous, because they possess a &amp;quot;rotten breath&amp;quot; attack that can convert human women into undead monstergirls.&lt;br /&gt;
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The &#039;&#039;Wyvern&#039;&#039; is a dragon-girl with a more [[harpy]]-like body structure, having wings instead of arms. These are far more friendly and easy-going than the standard dragons and readily team up with human adventurers to train them as &amp;quot;dragoons&amp;quot;.&lt;br /&gt;
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The &#039;&#039;Wurm&#039;&#039; is a linnorm-style dragon-girl, essentially a massively strong [[lamia]] with paw-like hands, with an extremely lustful, aggressive personality that sees them going out and chasing after a man.&lt;br /&gt;
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The &#039;&#039;Jabberwock&#039;&#039; is a lewd, lascivious, depraved dragon-girl from the &amp;quot;Wonderland&amp;quot; region. It can be distinguished by its dark red colors and the presence of two tentacles, each of which bears a slavering maw and lecherous tongue used to pleasure victims and guzzle semen.&lt;br /&gt;
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Finally, there are the two dragons of Zipangu. The &#039;&#039;Ryu&#039;&#039; is another [[lamia]]-like dragon, a gentle-natured and benevolent mamono with powers to control the weather. The &#039;&#039;Otohime&#039;&#039; is an aquatic dragon-girl who resembles a mermaid with the body of a seahorse (long story; seahorses are believed by the Japanese to be connected to dragons) and clawed hands, who seduces men to join her in her life of eternal partying in her palace under the sea. Have no fear from her seahorse appearance, though; pedophilia and rape aside, the MGE is &#039;&#039;far&#039;&#039; too vanilla to allow even pegging into its setting, never mind male pregnancy.&lt;br /&gt;
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File:MGE Dragon.jpg|The original Dragon mamono, proud and haughty and determined to take only the best.&lt;br /&gt;
File:MGE Dragon Zombie.jpg|Back from the grave, and now a shameless bimbo.&lt;br /&gt;
File:MGE Jabberwock.jpg|She&#039;s the Queen Slut, and she&#039;s proud of it.&lt;br /&gt;
File:MGE Wyvern.jpg|Loyal, steadfast and true, even if she&#039;s not the curviest of monstergirls.&lt;br /&gt;
File:MGE Wurm.jpg|Don&#039;t let her looks fool you; she will punch through mountains to chase you down.&lt;br /&gt;
File:MGE Ryu.jpg|Beloved and mystical dragon-girl of Zipangu.&lt;br /&gt;
File:MGE Otohime.jpg|Party-girl from below the waves.&lt;br /&gt;
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===Life with Monstergirls===&lt;br /&gt;
Meanwhile, &#039;&#039;Life with Monstergirls&#039;&#039; has the Dragonewts. They have wings and tails like dragons, as well as some scales on their faces and clawed hands. In the series we meet a Dragonewt named Draco, who tries to steal Miia away from her darling. While initially appearing to be male she&#039;s later revealed to be a flat-chested woman who develops an obsession with Miia, and it takes a couple of bullets to her wings from Manako and a [[rape|reprimanding]] from Suu to cool her off. Other variants of the Dragonewt is the Chinese Ryu-jin who has horns and has no wings, and the aggressive but dim-witted [[Wyvern]].&lt;br /&gt;
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==Gallery==&lt;br /&gt;
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Image:Dragon rider.jpg&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Johnniass Dragonraper]] is known to rape a dragon on occasion.&lt;br /&gt;
*[[Toothless Dragon]] the [[Dawww]]-est dragon.&lt;br /&gt;
*The [[Periodic Table of Dragons]].&lt;/div&gt;</summary>
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