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In the MERP module, Creatures of Middle-Earth, it lists all the Great Dragons of the Grey Mountains. But
the module does not include all the Great Dragons mentioned in the MERP modules. This article is an
attempt to catalog all the named Great Dragons mentioned in MERP modules, Decipher’s Lord of the
Rings series, and other reputable fan publications such as Other Hands.
Guidelines
Dragons come in all sorts of shapes and sizes. It is hard to categorize them. It is especially nonsensical to
categorize them by color or metallic composition. Dragons are by their very nature individualistic. Some
crawl, others slither, while others miraculous fly. It is not to say there are not some generalities. There
are; and it is these generalities that provide a broad classification of dragons. These classifications are
detailed in MERP Creatures of Middle-Earth and Decipher’s Fell Beasts and Wonderous Magic. Most readers
will know some of these classifications such as Cold Drakes, Fire-Drakes and Water-Drakes. With these
classifications there are some basic powers/abilities that all Great Dragons share. All the Great Dragon
mentioned in the article, unless noted otherwise, will have the listed powers/abilities below.
Strength of Form - Due to the immense size, all strikes against a Dragon are on the Huge Critical
tables. This applies to both physical and attacks and spells.
Impervious Armor – Dragonskin is amazingly tough and provides Dragons with magical
protection. This protection improves over age as overlapping scales toughen. Unless stated
otherwise, Dragons have scales equivalent to the finest Plate Armor. And being the magical
creatures that they are, they have protection from the elements and spells attacks. All elemental
and spell attacks are halved. And they are highly resistant to spells and enhancement. Only
powerful spell casters can over come a Dragon’s innate magical protection. Their magic RR (for
all Channeling and Essense spells) is twice their level. For example a level 29 Dragon would
resist all spells with a +58 RR.
Enhanced Senses – Dragons can see perfectly well in utterly dark places, and they can sense the
shapes of creatures from the Shadow-World. They also have superb vision, hearing smell, and
taste with gives them +30 to perception rolls.
Presence – Dragons are terrifying creatures. Anyone coming within sight of a Dragon makes a
RR versus a 5th level Fear spell.
Captivating Eyes – A dragon’s eyes can captivate anyone. A dragon’s concentrated gaze is the
equivalent of a Charm or Hold spell (RR level being equal to half the Dragon’s level).
Dragon Blood – Dragon blood (10th level RR) is highly toxic and should be handled with extreme
care. Only a highly trained alchemist can control the toxic nature of Dragon blood to some
degree. Dragon blood immediately dissolves contacted metal and organic material in 1-10 rnds
and corrodes metal and dissolves organic material in 1-20 rounds.
Birth Spot – Despite all of their strengths, Drakes have a flaw in their defenses known as a "birth
spot," it is an imperfection in the scales. It could be because the scales fail to develop or in rare
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
causes a large wart. With the exception of the Dragon's eyes, it is the only vulnerable point on
the creature's body. If found by a lucky opponent (e.g. Bard the Bowman), this flaw can spell the
Drake's doom. The flaw acts as No Armor with 0 DB and +20 to opponent’s OB. In addition, any
critical is treated on the Large Creature Critical tables.
Multiple Attacks - A dragon can attack numerous targets at the same time with each limb and tail
(or bite) getting one attack per round.
Slow-Healing - Due to their acidic blood, dragons heal slowly. Minor wounds might take months
to heal whereas major wounds might take years.
The below are the Great Drakes mentioned in the various publications of MERP and Decipher but were
not mentioned in Creatures of Middle-Earth. Most of the dragons listed have additional powers or
abilities. They are noted below in the individual entries. The dragon's stats were taken from the
publication and are in MERP format. Whenever there were gaps; assumptions, common sense or pure
imagination were used to fill in the gaps. If something does not look right or you feel that a drake should
have additional powers, by all means change it to best suit your world of Middle-Earth.
Note that the pictures and drawings found within this document are taken from Decipher's or MERP's
publications and were taken without permission. These pictures and drawings are the property of
Decipher and Iron Crown Enterprise.
Publication: ICE’s Middle Earth Collectible Card Game (MECCG) & Decipher’s Hall of Fire Ezine
Home: Between the waters of Southern Gondor and Umbar
Spells: PP 120. Base Spells 30, Directed Spells 65. Earcaraxe is a Greater Sea Drake as such she
has learned a few years in her lifetime that makes her formidable spell caster. She knows the
following Channeling spell lists to 20th level: Weather Way,
Detections Mastery, Sound Ways and Spell Defense. She also
knows the following Essence spell list to 20th level: Lesser Illusions,
Water Law, and Fluid Destruction.
Additional Powers: Shroud of Fog – Earcaraxe can call a dense fog
once a day. When traveling, she is fond of shrouding herself in fog.
She can also project the fog once a week within 20 miles of her. It
will be no larger than two leagues by two leagues. Bright Lights –
Water Drakes are afraid of bright sunlight or voracious fires. When
confronted with bright lights, it momentary stuns. Water Bolt -
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Water Drakes spew out water with great destructive force. Earcaraxe is able to spit a water bolt with
a range of 300’ and a water ball with a range of 150’ and radius 25’.
Horde: none
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Additional Powers: Fire Bolt – Fire Drakes can spit out fire as a weapon. His fire bolt has a range
of 70’ and a fireball range of 50’ with a radius of 20’. Great Breath – Due to the intensity of
Turukulon’s breath it receives an additional +10 to Heat Critical. Strength of Will – The evil Will of
Turukulon attracts other evil minions or persons of evil dispositions to serve and spy for him. One
such minion is a malevolent dwarf listed below. Those NPC of evil dispositions must resist a 10th
level RR or fall under Turukulon’s swayed when in the presence of the worm. Buffet of Air - Winged
Dragons can stir the air within a range of 300', creating the equivalent of a local hurricane (treat as
+20 Airbolt attack). Limited Flight- Turukulon wings are slightly stunted from birth. He is able to fly
for a mile and glide three miles. Riddle Talk - All Great Dragons being the arrogant prideful beasts
that they are enjoy praises and a good test of wits in the form of riddles. Turukulon is more
suspectible to praises and good game of riddles than most drakes. A PC wanting to engage
Turukulon into conversation must successfully conduct Medium MM. (PC can add their leadership
and influence skills.)
Horde: 3000-9000gp, Aegist- +25 Troll-Slaying spear that provides an additional Impact critical.
+10 Helm of Night Seeing.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Scorba: MERP Statistics
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Corlagon the Red: MERP Statistics
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
magically move through water without making a sound. This ability provides an additional +20 to
Stalk & Hide rolls.
Horde: Four eggs.
1
These stats are from Palantir Quest vice from Northern Wastes, both MERP modules.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Additional Powers: Ice Bolt – Ice Drakes can spit out ice as a weapon. His ice bolt has a range of
200’ and an ice ball range of 100’ with a radius of 20. Riddle Talk - All Great Dragons being the
arrogant prideful beasts that they are enjoy praises and a good test of wits in the form of riddles.
Gondring is more susceptible to praises and good game of riddles than most drakes. A PC wanting to
engage Gondring into conversation must successfully conduct Medium MM. (PC can add their
leadership and influence skills.) Chameleon – Gondring is able to change color to match the
environment. This results providing her a +20 Stalk & Hide rolls.
Horde: 2000-4000gp. Mithiril - +20 Mithiril two-hand sword. Sapphire Ring *4PP.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Essence spell list to 10th level: Calm Spirits, Detection Mastery, Essence Perceptions, Essence Ways,
Ice Law, and Water Law.
Additional Powers: Gas Breath– being a Marsh Drake, Ningarach uses a gas breath. It is breath
weapon as either a Fire Bolt with range of 300’ or as a Fireball with range of 100’ (radius 50’). It has
an additional acidic critical.
Horde: 2000-3000gp. Celagrom – dwarf made mace with +30 OB, it is slaying goblins and trolls.
The ball glows faintly within 200’ of goblins and trolls.
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
TABLE 1.1: The Drakes
Delgalen the 25 20 350 CH 30 110/Hbi, 80/Hgr, Sea Drake. Shroud of Fog, Bright Lights,
Dreadful 150/Hba, 150 water Water Bolt, Mighty Crash.
bolt, 75 water ball
Turukulon the 25 20 295 RL 80 85/Hbi, 100/Hcl, Winged Fire Drake. Fire Bolt, Great
Worm 70/Hba, 90 fire bolt, 45 Breath, Strength of Will, Buffet of Air,
fire ball Limited Flight, Riddle Talk.
Corlagon the 30 30 300 CH 80 100/Hbi, 100/Hcl, Winged Cold Drake. Buffet of Air.
Red 75/Hba
Eldran the 35 35 496 PL 50 135/Hbi, 135/Hcl, Cold Drake. Frigid Presence, Riddle
Frigid 100/Hba Talk, Immunity to Cold, Persuasion.
Seahmutha the 22 20 294 PL 40 140/Hbi, 120/Hgr, Water Drake. Bright Light, Water Bolt.
Water Drake 140/Hba, 100 water
bolt, 50 water ball
Canadras the 30 20 450 PL 55 110/Hbi, 110/Hcl, Ice Drake. Frigid Prsence, Riddle Talk,
Frigid 110/Hba, 90 ice bolt, Great Lore, Ice Bolt, Immunity to Cold.
45 ice ball
Gondring the 38 25 460 CH 55 130/Hbi, 100/Hcl, Ice Drake. Ice Bolt, Riddle Talk,
Stone-Cold 160/Hba, 80 ice bolt, Chameleon.
40 ice ball
Gorlos the 37 30 478 PL 55 110/Hbi, 120/Hcl, Ice Drake. Ice Bolt, Chameleon, Great
Worm 110/Hba, 90 ice bolt, Lore.
45 ice ball
Mandrake the 24 30 258 CH 40 100/Hbi, 100/Hcl, Winged Fire Drake. Dragon Posion.
Wicked 90/Hba,
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist
Carahaug the 27 30 325 CH 50 120/Hbi, 110/Hcl, Winged Fire Drake. Buffet of Air, Fire
Wicked 130/Hba, 90 fire bolt, Bolt.
45 fire ball
Weapon: we=weapon, bw=bow, sb=short bow, ss=short sword, sp=spear, ha=hand axe, DS=direct spells, PI/pi=pincher, ST/st=sting, Gr/gr=grapple,
Cl/cl=claw, Bi/bi=bite, Ba/ba=bash, Ro/ro=rock, Fi/fi=fist