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Magma Drake
from Dragonomicon - 3.5e
Full Attack: Bite +12 melee (2d6+5) and 2 claws +10 melee (1d8+2 plus 1d6 cold) and tail slap +10 melee (1d8+7) Space/Reach: 10 ft./5 ft. Special Attacks: Freezing touch Special Qualities: Darkvision 60 ft., immunity to cold, magic sleep effects, and paralysis, low-light vision, vulnerability to fire Saves: Fort +10, Ref +8, Will +9 Abilities: Str 21, Dex 14, Con 19, Int 10, Wis 16, Cha 13 Skills: Balance +15, Climb +15, Escape Artist +12, Hide +9*, Listen +13, Search +8, Spot +15, Swim +5 Feats: Alertness, Flyby Attack, Multiattack Environment: Cold deserts Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 7 Treasure: Standard Alignment: Usually chaotic evil Advancement: 9–19 HD (Large); 20–24 HD (Huge) Level Adjustment: +3
Ice drakes are vicious scavengers that lair in cold or arctic lands.
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The scales of an ice drake are ivory in color, with occasional tinges of ice-blue. Ice drakes have short, stocky limbs and a wide, flat tail that helps them climb on icy surfaces.
Ice drakes give large predators a wide berth, preferring to wait until after such creatures have finished feasting to move in on the remains. They aren’t afraid to chase off smaller predators such as wolves.
An ice drake speaks Draconic and either Auran or Aquan (50% chance of either). The creatures speak haltingly, but woe to any who mistake this trait for lack of intelligence.
Combat
Unless it is desperate, an ice drake only takes on living opponents smaller than itself, and preferably from hiding. It focuses its attacks on an individual, using its freezing touch to weaken that opponent to the point where it can grapple it and fly away.
Freezing Touch (Su): Anyone hit by an ice drake’s claw attack takes an extra 1d6 points of cold damage and must succeed on a DC 18 Reflex save or also take 1 point of
Strength damage.
Skills: An ice drake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.Ice drakes have a +2 racial bonus on Balance checks and on Climb checks. *They have a +4 racial bonus on Hide checks in icy environments.
MAGMA DRAKE
Large Dragon (Earth, Fire) Hit Dice: 16d12+64 (172 hp) Initiative: +6 Speed: 30 ft. (6 squares), burrow 10 ft., fly 60 ft. (poor) Armor Class: 23 (–1 size, +2 Dex, +12 natural), touch 11, flat-footed 21 Base Attack/Grapple: +16/+26 Attack: Bite +21 melee (2d6+6); or claw +19 melee (1d8+3) Full Attack: Bite +21 melee (2d6+6) and 2 claws +19 melee (1d8+3) and tail slap +19 melee (1d8+9) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, burn Special Qualities: Darkvision 60 ft., immunity to fire, magic sleep effects, and paralysis, low-light vision, tremorsense 60 ft., vulnerability to cold Saves: Fort +14, Ref +14, Will +11 Abilities: Str 23, Dex 14, Con 19, Int 8, Wis 12, Cha 11 Skills: Bluff +19, Climb +27, Diplomacy +2, Hide +19,
Intimidate +2, Listen +22, Search +18, Spot +22 Feats: Alertness, Flyby Attack Improved Initiative,
Lightning Reflexes, Multiattack, Power Attack Environment: Warm mountains Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 13 Treasure: Standard Alignment: Usually lawful evil Advancement: 17–19 HD (Large); 20–29 HD (Huge); 30–39 HD (Gargantuan); 40–51 HD (Colossal) Level Adjustment: +3
The mightiest of the elemental drakes, the magma drake smolders with evil power.
The thick, scaled hide of a magma drake resembles cooling lava, with obsidian claws and gleaming crimson eyes. Though these creatures appear slow and clumsy, they move with surprising agility.
Magma drakes generally live in deep caves or in volcanic craters, particularly those with nearby lakes or rivers or molten rock. They often ally with efreet or salamanders.
A magma drake speaks Draconic and either Ignan or Terran (50% chance of either). The creatures’ voices rumble with power, suggestive of their volcanic heritage.
Combat
A magma drake wastes no time toying with its prey, preferring to pin a grappled target and watch it burn to death.
If it has room to fly, it uses Flyby Attack to grapple an opponent and bring it somewhere where it can dispatch it at its leisure.
Burn (Ex): Those grappled by a magma drake must succeed on a DC 22 Reflex save or catch fire. The fire burns for 1d4 rounds (see Catching on Fire, page 303 of the Dungeon
Master’s Guide). A burning creature can take a move action to put out the flame (but not while grappled).
Improved Grab (Ex): To use this ability, a magma drake must hit a creature of its size or smaller with a claw attack.
It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: Magma drakes have a +2 racial bonus on Climb checks and on Hide checks.