620_17668_DraconomiconA.qxd 9/9/03 1:38 PM Page 167
Half-Dragon Immunities and Resistances Dragon Variety Amethyst Battle Brown Chaos Crystal Deep
Lung Half-Dragons Dragon Variety Chiang lung Li lung Lung wang Pan lung Shen lung T’ien lung Tun mi lung Yu lung
Special Abilities Water breathing, cause rain (see text) Roar (see text), burrow 10 ft. Water breathing, immunity to fire, cone of steam (fire) breath weapon (6d10, DC 18) Water breathing, water fire (see text) Water breathing, immunity to electricity and poison, water fire (see text) Water breathing, cone of fire breath weapon (6d10; DC 18) Water breathing, air and water immunity Water breathing
the water fire is dispelled by fire, the half-dragon can’t activate the ability again for 2d6 minutes.
HOARD SCARAB A hoard scarab is an eyeless, beetlelike creature that hides in piles of treasure. Thanks to its size and its silver or golden shell, it looks much like a coin when dormant (though close observation reveals its nature). A swarm resembles a pile of gold and silver pieces. Hoard scarabs are often found hidden among the treasure of a dragon (hence their name). They often live in a symbiotic relationship with a dragon, keeping the wyrm’s scales clean of troublesome vermin (the dragon’s natural armor keeps it safe from the scarab’s burrow ability). Hoard scarabs are unintelligent and cannot speak or understand any languages.
CHAPTER 4:
Radiant Rust Sapphire Shadow Song Styx Tarterian Topaz
An individual hoard scarab seeks to burrow into its target’s flesh. However, hoard scarabs prefer to attack en masse, swarming over a target and chewing it apart. Burrow (Ex): If a hoard scarab hits a Small or larger living creature with a bite attack (or if a hoard scarab swarm hits with its swarm attack), on its next turn it can attempt to burrow into the target’s flesh. The target may attempt a Reflex save (DC 11 for an individual scarab, or DC 14 for a swarm) to prevent the hoard scarab from burrowing in (a helpless creature can’t prevent the burrowing). If the save fails, each round thereafter the target takes 1d2 points of Constitution damage (from an individual scarab) or 2d4 points of Constitution damage (from a swarm of scarabs). A hoard scarab doesn’t leave a target until the target is dead. Once a hoard scarab has burrowed into its target, it can be destroyed by any effect that would cure a disease, such as remove disease or heal. (A single spell eliminates all burrowing hoard scarabs, though it gives no protection against further burrowings.) Creatures with immunity to disease, as well as those with a natural armor bonus (including enhancement) of +3 or better, are immune to a hoard scarab’s burrowing attack. Distraction (Ex): Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round (Fortitude DC 14 negates). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using any skill involving patience and concentration requires a DC 20 Concentration check. The save DC is Constitution-based. Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A hoard scarab swarm is immune to all weapon damage. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its
NEW MONSTERS
Emerald Ethereal Fang Howling Oceanus Pyroclastic
Immunity or Resistance Immunity to poison Immunity to sonic Immunity to acid Immunity to confusion/insanity Immunity to cold Immunity to charms, resistance to cold 10 and fire 10 Immunity to sonic None None Immunity to sonic Immunity to electricity Immunity to fire or sonic (50% chance for either) None None Immunity to electricity Immunity to energy drain Immunity to electricity and poison Immunity to disease and poison None Immunity to cold
COMBAT
Hoard scarab
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