Monsters & Treasure (1974)

Gary Gygax and Dave Arneson, Monsters & Treasure, vol. 2 of Dungeons & Dragons (Lake Geneva, WI: Tactical Studies Rules, 1974).

DRAGONS: There are six varieties of Dragons, each with separate characteristics in particular and other things in common. The varieties will be dealt with first:

Dragon Type Breath Weapon Range & Shape Hit Dice Talking/Sleeping
White Cold 8” × 3” cone 5–7 25% / 60%
Black Acid 6” × 1/2” line 6–8 40% / 50%
Green Chlorine Gas 5” × 4” cloud 7–9 55% / 40%
Blue Lightning 10” × 1/2” line 8–10 70% / 30%
Red Fire 9” × 3” cone 9–11 85% / 20%
Golden Fire or Gas (as applicable) 10–12 100% / 10%

Breath Weapons: The Dragon is able to use its breath but three times per day, so sometimes it will bite instead. To determine this simply roll two six-sided dice; a score of six or less indicates the Dragon will bite, but a seven or better indicates it will breathe.

Cone-shaped breath weapons originate from the mouth of the Dragon at 1/2” diameter.

Line-shaped breath weapons will travel in a straight line beginning at the height of the Dragon’s head at the time it releases.

Cloud-shaped breath weapons extend from ground level to a height of 3”.

Hit Dice: The number of dice is an indication of the size of the creature. Most will fall in the middle, but 20% will be small and 20% very large. The value of the hit dice, as well as the value of the breath weapon, will be subject to the maturity of the Dragon.

Maturity

Die Roll to Determine Description/Age Value of Hit Dice and Breath Weapon
1 Very Young/1–5 years 1 per die
2 Young/6–15 years 2 per die
3 Sub-Adult/16–25 years 3 per die
4 Adult/26–75 years 4 per die
5 Old/76–100 years 5 per die
6 Very Old/100+ years 6 per die