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Draconomicon: The Book of Dragons (3.5)Click to magnify
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Draconomicon: The Book of Dragons (3.5)

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Ancient Creatures of Legend

Endless tomes recount epic tales illuminating the might and majesty of dragons. Formidable allies and more fearsome opponents, no other creatures have ever inspired such awe and wonder. This lavishly illustrated supplement for the D&D® game presents a comprehensive overview of the most evocative creatures in fantasy roleplaying. Along with the physiology, psychology, personality, and society of dragons, you’ll discover statistics for all ten of the classic dragons at each of their twelve age categories. With new feats, spells,
magic items, and prestige classes for dragons, their allies, and those brave or foolish enough hunt them, Draconomicon™: The Book of Dragons also provides illustrated lairs for each of the classic dragons and rules for generating their all-important treasure hoards.

To use this supplement, a Dungeon Master also needs the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. A player needs only the Player’s Handbook.


Product History
 
Draconomicon (2003), developed by Andy Collins with Dawn Murin as Art Director, is one of the most beautiful D&D books ever released by Wizards of the Coast. It makes strong use of art, and the original was constructed of premium materials (well, okay, we can't really say that for the PDF, but the scan is still superb.) With a cover by Todd Lockwood and interior art from 22 artists, this book provides players with rules, tactics, dragon-fighting advice and sample monsters for everything draconic.
 
Dragon Physiology. Usually, "Inside the Dragon's Eye" is a poetic label for a dungeon; not in this case. It's a rare book that has a section labeled "Major Internal Organs." The Draconomicon starts by walking through the physical makeup of a dragon, from eyesight to cut-away views to breath weapon. Dragon aging and lifespans leads into a discussion of dragon senses and movement. Even the question "Why do dragons hoard treasure?" gets addressed.
 
Tremendous Detail. Each of the traditional dragon types are discussed in depth. Size and weight, personality, appearance, sensory identifiers, and habits are all laid out. I think what's surprising is that this makes for remarkably entertaining reading. It would have been easy for this text to become dry and pedantic, and it's a sign of good design and editing that this was avoided. An appendix even includes sample dragon hoards that are loaded down with plot hooks.
 
Sorry about That, Players. The DM section of the books discusses how to integrate dragons into your campaign as something other than just brute monsters. Advice on running a dragon encounter combines practical advice with new rules to confound and bedevil heroes. New draconic feats, spells, prestige classes and magic items help shake the expectations of any player who has memorized the Monster Manual.
 
Something for the Players. If the book tells dragons how to kill players, it returns the favor in Chapter 3. Player tactics are presented alongside new feats, spells, prestige classes (albeit very specific ones), and magic items. This chapter also includes a section for including dragons in the party, either as player characters or as mounts.
 
As an editorial aside, I'll mention that my game group in 1982 really needed these rules after we tracked down and killed Tiamat. In Hell. At 9th level. Ahh, simpler times - but better late than never.
 
New Monsters and Sample Dragons. Want sample dragons of every type and age category, and mapped-out draconic lairs for every dragon type, and a multitude of richly illustrated draconic monsters? This is the right book. Dragon descriptions include basic personality and encounter notes, along with stat blocks that you can grab and use immediately.
 
About the Creators. Andy Collins joined Wizards of the Coast in 1996 and went on to become one of the architects of 4e D&D. His attention to detail here is the perfect match with Dawn Murin, a senior art director who first joined TSR as a graphic artist in 1992.
 
About the Product Historian
 
History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.


We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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Reviews (6)
Discussions (3)
Customer avatar
Richard V January 14, 2021 5:18 pm UTC
PURCHASER
I bought the Hardcover, Premium Color Book. It is amazing quality. The cover is shiny like the original, the pages are just good as any book printed by WotC. I would highly recommend it. The $3 extra dollars for the digital copy is cool, but the Hardcover is much better than staring at a screen to read a book.
Customer avatar
Can U October 09, 2020 9:54 pm UTC
What is the difference between standard color and premium color prints?
Customer avatar
Thorin W May 01, 2020 5:13 pm UTC
PURCHASER
Sorry to bother, I just wanted to ask, if I buy a physical copy, would that be a reprint or second hand?
Reply
Customer avatar
Thorin W May 26, 2020 1:49 pm UTC
PURCHASER
Nevermind, I found the Answer.
Sorry for bothering ^^"
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Product Information
Platinum seller
Artist(s)
Todd Lockwood, et al.
Pages
290
ISBN
0-7869-2884-0
File Size:
46.9 MB
Format
Original electronic Click for more information
Scanned image
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File Last Updated:
February 15, 2019
This title was added to our catalog on January 22, 2013.