Dragonomicon - 3.5e

Page 168

NEW MONSTERS

CHAPTER 4:

620_17668_DraconomiconA.qxd 9/9/03 1:38 PM Page 168

Hoard Scarab Fine Vermin Hit Dice: 1/8 d8+1 (2 hp) Initiative: +1 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 21 (+8 size, +1 Dex, +2 natural), touch 19, flat-footed 20 Base Attack/Grapple: +0/–21 Attack: Bite +3 melee (1d2–5) Full Attack: Bite +3 melee (1d2–5) Space/Reach: 1 ft./0 ft. Special Attacks: Burrowing Special Qualities: Tremorsense 20 ft., vermin traits Saves: Fort +3, Ref +1, Will +1 Abilities: Str 1, Dex 13, Con 13, Int —, Wis 12, Cha 2 Skills: Hide +13*, Listen +5 Environment: Warm deserts Organization: Solitary or cluster (2–5) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A hoard scarab swarm is immune to any spell or effect that targets a specific number of creatures (including singletarget spells such as disintegrate). A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or splash weapons. If such as attack does not allow a saving throw, the swarm takes double damage instead. Hoard scarab swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a hoard scarab swarm, treat the swarm as a creature of Fine size. Wind effects deal 1d6 points of nonlethal damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage. For full information about the swarm subtype, see pages 315 and 316 of the Monster Manual. Vermin Traits: A hoard scarab is immune to all mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision out to 60 feet. Skills: Hoard scarabs have a +4 racial bonus on Listen checks. Hoard scarabs have a +4 racial bonus on Hide checks when they are concealed among coins (at least 10 coins for an individual scarab, or at least 10,000 coins for a swarm). A hoard scarab has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

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Hoard Scarab Swarm Fine Vermin (Swarm) 6d8+6 (33 hp) +1 20 ft. (4 squares), climb 20 ft. 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 +4./— Swarm (2d6) Swarm (2d6) 10 ft./— Burrowing, distraction Tremorsense 20 ft., swarm traits, vermin traits Fort +6, Ref +3, Will +3 Str 11, Dex 13, Con 13, Int —, Wis 12, Cha 2 Hide +13*, Listen +5 Warm deserts Individual swarm or cluster of swarms (2–5) 5 None Always neutral None —

LANDWYRM Landwyrms are cunning, wingless predatory dragons who ruthlessly scour their environment for prey. While some claim they represent a primitive, ancestral form of the true dragons, most dismiss such claims. Regardless of its origin, each variety of landwyrm is singularly adapted to its natural environment. All landwyrms lack wings, but their body shapes vary by type, from serpentine (desert landwyrms) to craggy (mountain landwyrms). They have large, powerful jaws, clawed fore and hind limbs, and thick scales whose coloration matches that of their natural environment. Landwyrms have stores of great knowledge about their environment, and if approached peacefully and respectfully, they can be sources of great wisdom. Landwyrms can make excellent steeds, though they are strong-willed and independent, so even the least intelligent must be treated with great respect, or it will turn on its rider.

COMBAT Each type of landwyrm has different combat tactics, though most rely on stealth to surprise their opponents. They are skilled trackers, and they see nothing wrong with fleeing a battle only to follow their prey and attack again later. Frightful Presence (Ex): Much like the chromatic and metallic dragons, landwyrms can unsettle their foes with their mere presence. This ability takes effect automatically whenever the landwyrm attacks or charges. Creatures within the specified radius are subject to the effect if they are at least one size category smaller than the landwyrm and have fewer HD than the landwyrm. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 landwyrm’s HD + landwyrm’s Cha modifier)


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Sample White Dragons

23min
pages 270-276

Appendix 1: The Dragon’s Hoard

36min
pages 277-285

Sample Gold Dragons

28min
pages 239-246

Sample Silver Dragons

23min
pages 263-269

Sample Copper Dragons

24min
pages 233-238

Sample Green Dragons

23min
pages 247-253

Sample Red Dragons

32min
pages 254-262

Sample Bronze Dragons

33min
pages 223-232

Sample Brass Dragons

23min
pages 216-222

Sample Black Dragons

23min
pages 201-206

Zombie Dragon

8min
pages 197-198

Tarterian Dragon

6min
pages 189-190

Squamous Spewer

3min
page 193

Skeletal Dragon

3min
page 192

Vampiric Dragon

7min
pages 195-196

Storm Drake

3min
page 194

Styx Dragon

7min
pages 187-188

Radiant Dragon

2min
page 185

Pyroclastic Dragon

10min
pages 182-184

Tundra Landwyrm

2min
page 174

Ethereal Dragon

4min
page 179

Underdark Landwyrm

3min
page 175

Swamp Landwyrm

1min
page 173

Jungle Landwyrm

4min
page 171

Oceanus Dragon

3min
page 181

Howling Dragon

3min
page 180

Landwyrm

3min
page 168

Ghostly Dragon

7min
pages 161-162

Ironwyrm Golem

1min
page 165

Golem

4min
page 163

Half-Dragon

3min
page 166

Hoard Scarab

3min
page 167

Fang Dragon

3min
page 159

Faerie Dragon

3min
page 158

Ooze Drake

2min
page 156

Draconic Creature

4min
page 149

Earth Drake

4min
page 153

Magma Drake

4min
page 155

Dragons as Cohorts

5min
page 138

Dragons as Special Mounts

8min
pages 139-140

Talon of Tiamat

8min
pages 134-135

Platinum Knight

3min
page 133

Mysteries

7min
pages 131-132

Dragoncraft Items

6min
pages 116-117

Dragonkith

3min
page 123

Dragonsong Lyrist

2min
page 127

Dragonrider

4min
page 124

Minor Artifact

4min
page 121

Dragonstalker

8min
pages 128-129

Hoardstealer Initiate of the Draconic

2min
page 130

Sample Advanced Dragon

4min
page 100

Advanced Dragons

4min
page 99

Elemental Master

7min
pages 92-93

Sacred Warder of Bahamut

4min
page 96

Unholy Ravager of Tiamat

7min
pages 97-98

Hidecarved Dragon

7min
pages 94-95

Dragon Ascendant

7min
pages 90-91

of Chronepsis

3min
page 89

Disciple of Ashardalon Dispassionate Watcher

7min
pages 87-88

Feat Descriptions

30min
pages 67-74

Dragons as Spellcasters

5min
page 65

Dragon Magic Items

8min
pages 82-83

Lair Wards

9min
pages 84-85

Dragon Feats

4min
page 66

White Dragons

5min
pages 55-56

Using Special Attack Forms

3min
page 64

Silver Dragons

6min
pages 53-54

Red Dragons

9min
pages 50-52

Bronze Dragons

5min
pages 42-43

Gold Dragons

3min
pages 46-47

Copper Dragons

6min
pages 44-45

Blue Dragons

6min
pages 38-39

Green Dragons

8min
pages 48-49

Brass Dragons

6min
pages 40-41

Black Dragons

2min
page 37

Religion

20min
pages 30-35

Language

4min
pages 28-29

Dragon Senses

4min
page 17

Other Modes of Movement

2min
page 19

Dragon Society

8min
pages 26-27

Combat Abilities

16min
pages 21-24

Flight

3min
page 18

Nest disturbed, but restored by dragon other than parent

7min
pages 15-16

Introduction

4min
page 4

Dragon Physiology

2min
page 9
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