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Fang Dragon

Faerie dragons generally keep their distance from intruders into their forest homes, preferring to lead such creatures away rather than confront them directly. It is not uncommon to encounter them near the tree of a dryad, the lake of a nymph, or the lair of a tribe of sprites, since such creatures get along well with one another.

Faerie dragons speak Draconic and Sylvan. They can converse with any animal. Some also learn Common, Elven, or Gnome.

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COMBAT

A faerie dragon prefers to deal with enemies from afar, using its spell-like abilities to confuse and bewilder opponents. If this tactic doesn’t work, it summons one or more allies or animates nearby objects to fight for it. It uses charm monster, entangle, and glitterdust to neutralize dangerous foes. If seriously pressed, a faerie dragon reluctantly enters melee, and then only after using its breath weapon to daze its opponents.

Breath Weapon (Su): A faerie dragon has one type of breath weapon, a 20-foot cone of euphoria gas. Any creature within the area of the gas must succeed on a DC 15 Will save or become dazed for 1d6 rounds.

Spell-Like Abilities: At will—dancing lights, detect magic, ghost sound (DC 13); 3/day—charm monster (DC 17), entangle (DC 14), glitterdust (DC 15), invisibility (DC 15), major image (DC 16), obscuring mist; 1/day—animate objects, mind fog (DC 18), project image (DC 20), summon nature’s ally IV; 1/month— commune with nature. Caster level 12th.

Skills: A faerie dragon 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. FANG DRAGON Dragon Environment: Temperate mountains Organization: Wyrmling, very young, young, juvenile, or young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)

Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21 Treasure: Double standard Alignment: Always chaotic neutral Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD Level Adjustment: Fang dragon Wyrmling +3; very young +4; young +5; juvenile +5; others — Fang dragons are greedy, rapacious, and cunning creatures. Their bodies are armored with bony plates that rise into projecting spurs at limb joints and end in long, forked tails tipped with a pair of scythelike bone blades. They fly poorly, but can rise with a single clap of their wings to lunge forward. Their body plates are a mottled gray and brown, their wings are small but muscled, and their eyes tend to be glittering red or orange. Fang dragons’ heads are adorned with many small horns or spikes. Fang dragons prefer to seek food far from their lairs, typically walling up their residences with huge boulders to keep out intruders in their absence. They speak snippets of many languages and bargain to avoid hopeless or hard battles. They are prone to random violence and outbursts of rage. Fang dragons eat all manner of fresh meat. They especially enjoy the flesh of intelligent mammals. Combat Fang dragons are masters of physical combat, and every part of their body is lethal. They have a tendency to play with their food in a cruel way. Young adult and older fang dragons’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Ability Drain (Su): A fang dragon does not have a breath weapon, but its bite drains Constitution if the victim fails a Fortitude save. The number of Constitution points drained and the saving throw DC are given on the accompanying table. Increased Damage (Ex): Because of their sharp claws, teeth, and scales, fang dragons deal damage as if they were

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