Você está na página 1de 9

Converting Dragons for 5th Edition

By Tamara Henson

The art used in this booklet comes from Dee Dreslough 1996-2008 www.dreslough.com. The dividers are
from draconian.com. Dees art is in the public domain. Please support the artist by providing donations or
by buying her book, Dimer Lost Waters, available in book form at Amazon.com.
Designation of Open Game Content:
All texts pertaining to game mechanics and statistics are declared open game content.
Designation of Product Identity:
The following items are hereby designated as Product Identity as provided in section 1(e) of the
Open Game License and are not Open Content: All titles, all proper nouns (including character names,
locations, and named items), all art (with the exception of any that are in the public domain), and all
registered trademarks.

Dragons, they are an iconic part of the worlds most famous fantasy role playing game, they are even in the
title. However, unlike in all previous editions, the 5th edition rules do not use a consistent formula for
determining the attributes of dragons.
To help other game designers I have created the following charts that state the Hit Dice, Natural Armor
Class, and Attributes of the ten dragon types given in the core rulebooks. I then averaged these statistics to
determine the typical advancement rules to apply to chromatic, metallic, and miscellaneous dragon types.
It will be these statistics that I will use in all my projects and I hope it will make the DMs work easier
when creating new dragon types.

Chromatic Dragons
Black
Age
Wyrmling
Young
Adult
Ancient

HD
6
+9
+11
+15

AC (10 + Dex +)
5
+1
+2
+5

Str
15
+4
+8
+12

Dex
14 (+2)
0
0
0

Con
13
+4
+8
+12

Int
10
+2
+4
+6

Wis
11
0
+2
+4

Cha
13
+2
+4
+6

Blue
Age
Wyrmling
Young
Adult
Ancient

HD
8
+8
+10
+18

AC (10 + Dex +)
7
+1
+2
+5

Str
17
+4
+8
+12

Dex
10
0
0
0

Con
15
+4
+8
+12

Int
12
+2
+4
+6

Wis
11
+2
+4
+6

Cha
15
+2
+4
+6

Dex
12
0
0
0

Con
13
+4
+8
+12

Int
14
+2
+4
+6

Wis
11
+2
+4
+6

Cha
13
+2
+4
+6

Dex
10
0
0
0

Con
17
+4
+8
+12

Int
12
+2
+4
+6

Wis
11
0
+2
+4

Cha
15
+4
+6
+8

Dex
10
0
0
0

Con
14
+4
+8
+12

Int
5
+1
+3
+5

Wis
10
+1
+2
+3

Cha
11
+1
+0
+3

Con

Int

Wis

Cha

+4
+8
+12

+2
+4
+6

+1
+3
+5

+2
+4
+6

Green
Age
Wyrmling
Young
Adult
Ancient

HD
7
+9
+11
+15

AC (10 + Dex +)
6
+1
+2
+4

Str
15
+4
+8
+12
Red

Age
Wyrmling
Young
Adult
Ancient

HD
10
+7
+9
+18

AC (10 + Dex +)
0
+7
+9
+12

Str
19
+4
+8
+11

White
Age
Wyrmling
Young
Adult
Ancient

HD
5
+9
+11
+13

AC (10 + Dex +)
10
+7
+2
+4

Str
14
+4
+8
+12

Averaged Chromatic Stats


Age
Wyrmling
Young
Adult
Ancient

HD

AC (10 + Dex +)

+8
+10
+16

+3
+4
+6

Str Dex
Base
+4
0
+8
0
+12
0

Metallic Dragons

Age
Wyrmling
Young
Adult
Ancient

HD
3
+10
+12
+14

Brass
AC (10 + Dex +) Str
6
15
+1
+4
+2
+8
+4
+12

Dex
10
0
0
0

Con
13
+4
+8
+12

Int
10
+2
+4
+6

Wis
11
0
+2
+4

Cha
13
+2
+4
+6

Dex
10
0
0
0

Con
15
+4
+8
+12

Int
12
+2
+4
+6

Wis
11
+2
+4
+6

Cha
15
+2
+4
+6

Dex
12
0
0
0

Con
13
+4
+8
+12

Int
14
+2
+4
+6

Wis
11
+2
+4
+6

Cha
13
+2
+4
+6

Dex
14
0
0
0

Con
17
+4
+8
+12

Int
14
+2
0
+4

Wis
11
+2
+4
+6

Cha
16
+4
+8
+12

Dex
10
0
0
0

Con
17
+4
+8
+12

Int
12
+2
+4
+6

Wis
11
0
+2
+4

Cha
15
+4
+6
+8

Con

Int

Wis

Cha

+4
+8
+12

+2
+3
+6

+1
+3
+5

+3
+5
+8

Bronze
Age
Wyrmling
Young
Adult
Ancient

HD
5
+10
+12
+19

AC (10 + Dex +)
7
+1
+2
+5

Str
17
+4
+8
+12

Copper
Age
Wyrmling
Young
Adult
Ancient

HD
4
+10
+12
+16

AC (10 + Dex +)
5
+1
+2
+5

Str
15
+4
+8
+12

Gold
Age
Wyrmling
Young
Adult
Ancient

HD
8
+9
+11
+20

AC (10 + Dex +)
5
+1
+2
+5

Str
19
+4
+8
+11

Silver
Age
Wyrmling
Young
Adult
Ancient

HD
6
+10
+12
+19

AC (10 + Dex +)
7
+1
+2
+5

Str
19
+4
+8
+11

Averaged Metallic Stats


Age
Wyrmling
Young
Adult
Ancient

HD

AC (10 + Dex +)

+10
+12
+18

+1
+2
+4

Str Dex
Base
+4
0
+8
0
+12
0

Miscellaneous Dragons
These statistics are the result of averaging the statistics given above for both Chromatic and Metallic
dragons. These stats may be used for dragons that do not fall into the typical good/evil categories. Note that
these statistics are very close to those of version 3.75s Primal and Imperial dragons differing only in
resulting in one less hit dice and lesser strength scores.

Averaged Dragon Stats


Age
Wyrmling
Young
Adult
Ancient

HD

AC (10 + Dex +)

+9
+11
+17

+2
+3
+5

Str Dex
Base
+4
0
+8
0
+12
0

Con

Int

Wis

Cha

+4
+8
+12

+2
+4
+6

+1
+3
+5

+3
+5
+7

Basic Dragon Statistics


These are general 5th edition statistics used for all dragons. They give the size, damage per attack, and
breath weapon dimensions of all dragons.

Wyrmling
Young
Adult
Ancient

Size
Medium
Large
Huge
Gargantuan

Bite
1d10
2d10
2d10
2d10

Claw
2d6
2d6
2d6

Tail
2d8
2d8

Wing
2d6
2d6

Breath Line
5 / 15
5 / 30
5 / 60
10 / 90

Breath: Cone
20
30
60
90

Example of Dragon Conversion


This is an example of dragon creation using the guidelines given above. I want a dragon for a Viking
themed area of my Campaign World so decide to convert the Fjord Lindorm from the 3.75 edition of the
game. As all linnorms are evil dragons I decide to use Chromatic Dragon statistics to determine attributes,
Armor Class, and Hit Points.
First I look at the original statistics and see that the dragon is Gargantuan in size. That would make it an
Ancient dragon in 5th editions rules. I decide to use a simple chart to record the dragons Base statistics,
starting with Ancient Age.
I immediately notice that the Strength score is over 30. As 30 is the maximum score in 5th edition I reduce
the stat to 30 to comply with 5th edition rues. I then do the math to find the fjord linnorms statistics at its
younger age levels. The original Hit Dice of 16 also modifies the HD adjustment to +15 instead of the
typical chromatic dragon adjustment of +16 but I can live with that. Intelligence is also very low (only 5)
so I decided to use it as the base intelligence score at wyrmling age.
Age
Wyrmling
Young
Adult
Ancient

HD
1
9
11
16

AC
14
17
18
20

Str
18
22
26
30

Dex
23
23
23
23

Con
16
20
24
28

Int
5
7
9
11

Wis
16
17
19
21

Cha
20
22
24
26

With the basic statistics out of the way I can now complete the stat blocks for the fjord linnorm, a low CR
evil dragon for 5th edition.

Linnorm: Fjord
Ancient Fjord Linnorm

Gargantuan dragon, Chaotic Evil


----------------------------------------------------------Armor Class: 20 (natural armor)
Hit Points: 312 (16d20+144)
Speed: 30 ft, Fly 80 ft., Swim 60 ft.
----------------------------------------------------------Str 30 (+10) Dex 23 (+6) Con 28 (+9) Int 11 (+0)
Wis 21 (+5) Cha 26 (+8)
-----------------------------------------------------------

----------------------------------------------------------ACTIONS
Multiattack: the dragon can use its Breath
Weapon. It then makes three attacks: once with
its bite and twice with its claws.
Bite: Melee Weapon Attack: +15 to hit, reach 15
ft., one target. Hit: 20 (2d10 +10) piercing
damage plus venom.

Saving Throws: Dex +11 Con +14 Wis +14 Cha +13

Skills: Perception +10, Stealth +16


Damage immunities: Cold.
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 20
Languages: Common and Draconic
Challenge: 15 (13,000 XP) Proficiency: +5
-----------------------------------------------------------

Claws: Melee Weapon Attack: +15 to hit, reach


10 ft., one target. Hit: 16 (2d6 +10) slashing
damage.

Death Curse (Su) when a creature slays a fjord


linnorm the person who made the death blow
must make a Difficulty 21 Wisdom Saving
Throw or receive the linnorms death curse. A
cursed creature is doomed to die by drowning.
The cursed character can only hold his breath for
half as long as normal and whenever the
character holds its breath the character takes a
point of exhaustion. In addition to an inability to
hold his breath the character will automatically
fail any attempt to cast Water Breathing on him.

Cold Breath (Recharge 5-6). The dragon exhales


a line of icy water 90 feet long and 10 feet wide.
Each creature in that line must make a DC 22
Dexterity saving throw, taking 64 (16d8) points
of cold damage on a failed save, or half as much
damage on a successful one.

Fog Sight (Su) The dragons sight is not impeded


by clouds or fog, or by spells that create areas of
fog.
Freedom of Movement (Ex): Linnorms are
famed for their speed and nimbleness. The
linnorm behaves as if it has a continuous
Freedom of Movement spell cast upon it. This
ability cannot be dispelled.
Legendary Resistance (3/day): if the dragon fails
a saving throw, it can choose to succeed instead.
Venomous Bite: Anyone bitten by a fjord
limmorm and takes biting damage must also
make a Difficulty 21 Constitution saving throw
or take 12 (4d6) points of poison damage on a
failed save, or half as much damage on a
successful one.

Tail: Melee Weapon Attack: +15 to hit, reach 15


ft., one target. Hit: 18 (2d8 +10) bludgeoning
damage

LEGENDARY ACTIONS
The dragon can take 3 legendary actions,
choosing from the options below. Only one
legendary action can be used at a time and only
at the end of another creatures turn. The dragon
regains spent legendary actions at the start of its
turn. These effects can be dispelled by Remove
Curse.
Detect: The dragon can make a Wisdom
(Perception) check.
Tail Attack: the dragon makes a tail attack.
Wing Attack (cost 2 actions): the dragon beats its
wings and each creature within 10 feet of the
dragon must succeed on a DC 23 saving throw or
take 16 (2d6+10) points of bludgeoning damage
and be knocked prone. The dragon can them fly
up to its flying speed

Adult Fjord Linnorm

Huge dragon, Chaotic Evil


----------------------------------------------------------Armor Class: 18 (natural armor)
Hit Points: 148 (11d12+77)
Speed: 30 ft, Fly 80 ft., Swim 60 ft.
----------------------------------------------------------Str 26 (+8) Dex 23 (+6) Con 24 (+7) Int 9 (-1)
Wis 19 (+4) Cha 24 (+7)
----------------------------------------------------------Saving Throws: Dex +9 Con +10 Wis +7 Cha +10

Skills: Perception +7, Stealth +9


Damage immunities: Cold.
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 17
Languages: Common and Draconic
Challenge: 8 (3,900 XP) Proficiency: +3
----------------------------------------------------------Death Curse (Su) when a creature slays a fjord
linnorm the person who made the death blow
must make a Difficulty 18 Wisdom Saving
Throw or receive the linnorms death curse. A
cursed creature is doomed to die by drowning.
The cursed character can only hold his breath for
half as long as normal and whenever the
character holds its breath the character takes a
point of exhaustion. In addition to an inability to
hold his breath the character will automatically
fail any attempt to cast Water Breathing on him.
Fog Sight (Su) The dragons sight is not impeded
by clouds or fog, or by spells that create areas of
fog.
Freedom of Movement (Ex): Linnorms are
famed for their speed and nimbleness. The
linnorm behaves as if it has a continuous
Freedom of Movement spell cast upon it. This
ability cannot be dispelled.
Legendary Resistance (3/day): if the dragon fails
a saving throw, it can choose to succeed instead.

Multiattack: the dragon can use its Breath


Weapon. It then makes three attacks: once with
its bite and twice with its claws.
Bite: Melee Weapon Attack: +11 to hit, reach 15
ft., one target. Hit: 18 (2d10 +8) piercing damage
plus venom.
Claws: Melee Weapon Attack: +11 to hit, reach
10 ft., one target. Hit: 14 (2d6 +8) slashing
damage.
Tail: Melee Weapon Attack: +11 to hit, reach 15
ft., one target. Hit: 16 (2d8 +8) bludgeoning
damage
Cold Breath (Recharge 5-6). The dragon exhales
a line of icy water 60 feet long and 5 feet wide.
Each creature in that line must make a DC 18
Dexterity saving throw, taking 56 (14d8) points
of cold damage on a failed save, or half as much
damage on a successful one.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions,
choosing from the options below. Only one
legendary action can be used at a time and only
at the end of another creatures turn. The dragon
regains spent legendary actions at the start of its
turn. These effects can be dispelled by Remove
Curse.
Detect: The dragon can make a Wisdom
(Perception) check.
Tail Attack: the dragon makes a tail attack.
Wing Attack (cost 2 actions): the dragon beats its
wings and each creature within 10 feet of the
dragon must succeed on a DC 19 saving throw or
take 14 (2d6+8) points of bludgeoning damage
and be knocked prone. The dragon can them fly
up to its flying speed

Venomous Bite: Anyone bitten by a fjord


limmorm and takes biting damage must also
make a Difficulty 18 Constitution saving throw
or take 9 (3d6) points of poison damage on a
failed save, or half as much damage on a
successful one.
----------------------------------------------------------ACTIONS

Young Fjord Linnorm


Large dragon, Chaotic Evil
----------------------------------------------------------Armor Class: 17 (natural armor)
Hit Points: 94 (9d10+45)
Speed: 30 ft, Fly 60 ft., Swim 60 ft.
----------------------------------------------------------Str 22 (+6) Dex 23 (+6) Con 20 (+5) Int 7 (-2)
Wis 17 (+3) Cha 22 (+6)
----------------------------------------------------------Saving Throws: Dex +9 Con +10 Wis +6 Cha +9

Skills: Perception +6, Stealth +9


Damage immunities: Cold.
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 16
Languages: Common and Draconic
Challenge: 5 (1,800 XP) Proficiency: +3
----------------------------------------------------------Death Curse (Su) when a creature slays a fjord
linnorm the person who made the death blow
must make a Difficulty 17 Wisdom Saving
Throw or receive the linnorms death curse. A
cursed creature is doomed to die by drowning.
The cursed character can only hold his breath for
half as long as normal and whenever the
character holds its breath the character takes a
point of exhaustion. In addition to an inability to
hold his breath the character will automatically
fail any attempt to cast Water Breathing on him.
Fog Sight (Su) The dragons sight is not impeded
by clouds or fog, or by spells that create areas of
fog.
Freedom of Movement (Ex): Linnorms are
famed for their speed and nimbleness. The
linnorm behaves as if it has a continuous
Freedom of Movement spell cast upon it. This
ability cannot be dispelled.
Venomous Bite: Anyone bitten by a fjord
limmorm and takes biting damage must also
make a Difficulty 17 Constitution saving throw
or take 6 (2d6) points of poison damage on a
failed save, or half as much damage on a
successful one.
----------------------------------------------------------ACTIONS
Multiattack: the dragon can use its Breath
Weapon. It then makes three attacks: once with
its bite and twice with its claws.

Bite: Melee Weapon Attack: +9 to hit, reach 10


ft., one target. Hit: 16 (2d10 +6) piercing damage
plus venom.
Claws: Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 12 (2d6 +6) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales
a line of icy water 30 feet long and 5 feet wide.
Each creature in that line must make a DC 16
Dexterity saving throw, taking 40 (10d8) points
of cold damage on a failed save, or half as much
damage on a successful one.

Wyrmling Fjord Linnorm


Medium dragon, Chaotic Evil
----------------------------------------------------------Armor Class: 14 (natural armor)
Hit Points: 7 (1d8+3)
Speed: 30 ft, Fly 40 ft., Swim 60 ft.
----------------------------------------------------------Str 18 (+4) Dex 23 (+6) Con 16 (+3) Int 5 (-3)
Wis 16 (+3) Cha 20 (+5)
----------------------------------------------------------Saving Throws: Dex +8 Con +5 Wis +5 Cha +7

Skills: Perception +5, Stealth +8


Damage immunities: Cold.
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 15
Languages: Common and Draconic
Challenge: 1/4 (50 XP) Proficiency: +2
----------------------------------------------------------Fog Sight (Su) The dragons sight is not impeded
by clouds or fog, or by spells that create areas of
fog.
Freedom of Movement (Ex): Linnorms are
famed for their speed and nimbleness. The
linnorm behaves as if it has a continuous
Freedom of Movement spell cast upon it. This
ability cannot be dispelled.
Venomous Bite: Anyone bitten by a fjord
limmorm and takes biting damage must also
make a Difficulty 15 Constitution saving throw
or take 6 (2d6) points of poison damage on a
failed save, or half as much damage on a
successful one.
----------------------------------------------------------ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 9 (1d10 +4) piercing damage
plus venom.
Cold Breath (Recharge 5-6). The dragon exhales
a line of icy water 15 feet long and 5 feet wide.
Each creature in that line must make a DC 13
Dexterity saving throw, taking 16 (4d8) points
of cold damage on a failed save, or half as much
damage on a successful one.

Linnorms differ from true


dragons in having only a single
pair of legs like a wyvern. Unlike
that creature linnorms have
elongated, serpentine, bodies and
lack wings. The most common
linnorm inhabits the deep fjords,
rivers, and shallow coastlines
that surround areas of woodlands
in the far northern continents.
Solitary Hoarders: Linnorms
are solitary creatures that gather
together to mate only once in
their long lives. The female then
lays up to six eggs in a coastal
cavern. The eggs are then
abandoned and the first hatchling
to emerge from its egg immediately swallows the eggs of its siblings. The wyrmling then begins a period
of attacking travelers and sinking ships to gather any valuables that may be upon them.
By adulthood the dragon usually has enough treasure to choose a cave or burial mound as their lair. There
they pile coins, swords, shields, golden cups, and other booty into a huge pile that the dragon coils about
and guards. They are so single minded in their protection of their treasure that legend holds that their eyes
are red because they never sleep.
Once a linnorm has gathered a hoard it will guard it for hundreds of years, never moving from its lair unless
some creature comes to close to its territory. When this happens, no matter what the creature is; mountain
goat, humanoid, or even another dragon; the linnorm will slither forth to attack. Killed prey is dragged back
to the lair to be devoured resulting in a scattering of bones outside the lairs entrance. The beast usually
avoids villages of humanoids but if even the smallest piece of treasure is taken the beast will come forth in
a rampage of destruction.
Wingless Gliders: While wingless the fjord linnorm can use its immense doubled spinal fins to glide like a
flying fish. In the air the dragon soars like an aerial eel and can launch itself airborne with great springing
leaps.
Poisonous Curses: In addition to the breath weapons common to most dragons, linnorns have venomous
bites and their deaths put a curse upon their slayers. This death curse is said to be placed upon the victim by
the gods that bade the linnorm guard the particular treasure it hoarded. Other people believe that the curse
is the only spell known by these dragons of the north.

Open Gaming Licence, Version 1.0a


The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc
(Wizards). All Rights Reserved.
1. Definitions: (a)Contributors means the copyright and/or
trademark owners who have contributed Open Game
Content; (b)Derivative Material means copyrighted
material including derivative works and translations
(including into other computer languages), potation,
modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or
adapted; (c) Distribute means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)Open Game Content means the game
mechanic and includes the methods, procedures, processes
and routines to the extent such content does not embody the
Product Identity and is an enhancement over the prior art and
any additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by
this License, including translations and derivative works
under copyright law, but specifically excludes Product
Identity. (e) Product Identity means product and product
line names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual
or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified
as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f)
Trademark means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open
Game License by the Contributor (g) Use, Used or
Using means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open
Game Content. (h) You or Your means the licensee in
terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or
subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License. 3.
Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License. 4.
Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content. 5.
Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/ or You have sufficient rights to grant the rights
conveyed by this License. 6. Notice of License Copyright:
You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT

NOTICE of any Open Game Content You are copying,


modifying
or distributing, and You must add the title, the copyright date,
and the copyright holders name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with
a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product
Identity. 8. Identification: If you distribute Open Game
Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content. 9.
Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any
authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed
under any version of this License. 10. Copy of this License:
You MUST include a copy of this License with every copy of
the Open Game Content You Distribute. 11. Use of
Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to
do so. 12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any
Open Game Material so affected. 13. Termination: This
License will terminate automatically if You fail to comply
with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall
survive the termination of this License. 14. Reformation: If
any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary
to make it enforceable.
15. COPYRIGHT NOTICE
System Reference Document 5.1 Copyright 2016. Wizards
of the Coast, Inc; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax
and Dave Arneson.
Pathfinder Roleplaying Game Bestiary 3, 2011, Paizo
Publishing, LLC; Authors Jesse Benner, Jason Bulmahn,
Adam Daigle, James Jacobs, Michael Kenway, Rob
McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider,
James L. Sutter, and Russ Taylor, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.
Converting Dragons for 5th Edition, 2016. Scribid.com;
Author Tamara Henson.

OPEN GAME LICENSE Version 1.0a


END OF LICENSE

Você também pode gostar