620_17668_DraconomiconA.qxd 9/8/03 4:43 PM Page 153
EARTH DRAKE Large Dragon (Earth) Hit Dice: 12d12+48 (129 hp) Initiative: +0 Speed: 20 ft. (4 squares), burrow 20 ft., fly 60 ft. (poor) Armor Class: 21 (–1 size, +12 natural), touch 9, flatfooted 21 Base Attack/Grapple: +12/+22 Attack: Bite +17 melee (2d6+6) Full Attack: Bite +17 melee (2d6+6) and 2 claws +15 melee (1d8+3) and tail slap +15 melee (1d8+9) Space/Reach: 10 ft./5 ft. Special Attacks: Tremor, earth mastery Special Qualities: Darkvision 60 ft., immunity to magic
CHAPTER 4:
Combat Air drakes use their airborne speed and maneuverability to their advantage, employing Flyby Attack to strike at slower-moving opponents. They prefer to sneak up on targets that appear weak, injured, or defenseless. They can also hover in place, kicking up a blinding sandstorm to hamper their foes. Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air drake. Blinding Sandstorm (Ex): If an air drake hovers close to the ground in an area with lots of loose debris (such as a sandy desert), the draft from its wings creates a hemispherical cloud with a radius of 30 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The cloud obscures vision, and creatures caught within are blinded while inside it and for 1 round after emerging. Those caught in the cloud must succeed on a DC 14 Concentration check to cast a spell. The air drake is not immune to this effect, though its Blind-Fight feat compensates somewhat. Gaseous Form (Su): Once per day, an air drake can assume gaseous form as the spell (caster level equals drake’s HD). Skills: Air drakes have a +4 racial bonus on Move Silently checks. *They have a +4 racial bonus on Hide checks when airborne in temperate or warm desert environments.
sleep effects and paralysis, low-light vision, tremorsense 60 ft. Saves: Fort +12, Ref +10, Will +9 Abilities: Str 23, Dex 10, Con 19, Int 6, Wis 12, Cha 9 Skills: Bluff + 15, Climb +21, Diplomacy +1, Hide +15*, Intimidate +1, Listen +18, Search +13, Spot +18 Feats: Alertness, Flyby Attack, Lightning Reflexes, Multiattack, Power Attack Environment: Temperate mountains Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 11 Treasure: Standard Alignment: Usually lawful neutral Advancement: 13–19 HD (Large); 20–29 HD (Huge); 30–36 HD (Gargantuan) Level Adjustment: +3
NEW MONSTERS
Air drakes are temperamental and cowardly, lording over those weaker than themselves but fleeing more powerful threats. An air drake’s scales are sandy brown, the better to blend in with the desert below. Its underbelly shades to a light blue, making it difficult to spot by viewers on the ground. The drake’s teeth are needle-sharp, as are its claws. Air drakes often clash with dragonnes, since the two prefer similar lairs and often fight over territory. Air drakes generally flee from copper dragons or blue dragons unless they can ambush a small one or poach eggs from an unguarded nest. Air drakes speak Draconic and Auran in a susurrant tone, often slurring words together or mixing the languages unintentionally.
Earth drakes are ponderous creatures, slow of speech and action. When roused, though, they are fearsome to behold. An earth drake’s hide is brownish gray and craggy in texture, helping it to blend with its natural surroundings. Its claws are short and sturdy, helping it to burrow through the earth. Its green eyes glisten like emeralds. Earth drakes lair underground, often in vaulted caverns that allow them to spread their wings when desired. They prefer gems as treasure, and their low Intelligence occasionally leaves them susceptible to crafty characters who attempt to trade relatively low-value gemstones for valuable items or information. Earth drakes speak both Draconic and Terran, but slowly, with occasional pauses in speech that give evidence of their low intellect. Combat Unlike other drakes, earth drakes prefer to remain landbound, only using flight to escape from danger. When faced with multiple opponents, an earth drake begins combat with its tremor ability, and then attacks fallen targets. Because of its poor eyesight (compared to other drakes), it relies on tremorsense to keep track of opponents. Earth Mastery (Ex): An earth drake gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the drake takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Tremor (Su): Once per day, an earth drake can cause a tremor at a point where it touches the ground. All creatures standing on the ground within 60 feet of the drake must make a DC 20 Reflex save or fall down. Airborne or waterborne creatures don’t suffer any ill effects, and the tremor doesn’t deal any structural damage. Skills: Earth drakes have a +4 racial bonus on Hide checks. *They have an additional +4 racial bonus on Hide checks when in rocky environments (such as mountain terrain or underground).
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