8 minute read

Sample Dragon-Descended NPCs

Advertisement

Beast Cages

One member of this encampment makes a living as a sideshow manager, exhibiting draconic creatures to the yokels. His prized possession is a half-green dragon dire wolf—a dangerous beast he keeps in its own magically warded cage. The bars of the cage are ensorcelled with protection from energy spells to avoid injury to spectators.

Path

The path to the main road is hidden with underbrush, so it is not obvious to passersby. The encampment dwellers do not want to be disturbed or accused of shocking “decent folks” with their obvious strangeness.

The following fi ve characters can be used as examples of typical half-dragon and draconic characters. Where noted, they use the optional racial substitution levels presented in Chapter 6.

Elthora Galadula (CR 7)

This offspring of a deep dragon and a drow is a loner who patrols the subterranean regions surrounding her native city. Her mount is a drow riding lizard that has been magically enhanced with draconic blood.

Elthora Galadula CR 7

Female half-deep dragon drow ranger 4 CE Medium dragon Init +3; Senses darkvison 120 ft., low-light vision, Listen +10,

Spot +9 Languages Common, Draconic, Elven, Undercommon AC 23, touch 13, flat-footed 20 hp 32 (4 HD) Immune charm, paralysis, sleep Resist +2 against spells and spell-like abilities; SR 15 Fort +7, Ref +7, Will +2 (+4 against enchantments) Weakness light blindness Speed 30 ft. (6 squares) Ranged +1 composite longbow +8 (1d8+5/×3) or Ranged +1 composite longbow +6/+1 (1d8+5/×3) with Rapid

Shot or Melee mwk rapier +10 (1d6+5/18–20) and bite +4 (1d6+2) and claw +4 (1d4+2) or Melee 2 claws +9 (1d4+5) and bite +4 (1d6+2) Base Atk +4; Grp +9 Atk Options favored enemy aberrations +2, Mounted

Archery, Mounted Combat Special Actions breath weapon Combat Gear 2 potions of cure moderate wounds Ranger Spells Prepared (CL 2nd): 1st—magic fang, pass without trace Spell-Like Abilities (CL 4th): 1/day—dancing lights, darkness, faerie fire Abilities Str 21, Dex 16, Con 16, Int 12, Wis 12, Cha 14 SQ able to notice secret or concealed doors, animal companion (none at present), wild empathy +6 (+2 magical beasts) Feats EnduranceB, Mounted Archery, Mounted Combat,

Rapid ShotB, TrackB Skills Handle Animal +9, Hide +12, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Listen THE DRAGON CAMPAIGNS OF CHAPTER 9

139

CAMPAIGNS OF THE DRAGON

+10, Move Silently +11, Ride +12, Search +3, Spot +9,

Survival +8 Possessions combat gear plus +1 chitin breastplate*, masterwork rapier, +1 composite longbow (+4 Str bonus), boots of elvenkind, cloak of elvenkind *New armor described on page 121 Breath Weapon (Su) 1/day, 30-ft. cone, 6d8 acid, Reflex DC 13 half

Draconic Riding Lizard CR 3

N Large magical beast (augmented animal) Init +2; Senses darkvision 60 ft., low-light vision, scent;

Listen +7, Spot +8 AC 18, touch 11, flat-footed 16 hp 34 (4 HD) Resist +4 against sleep and paralysis Fort +8, Ref +6, Will +2 Speed 40 ft. (8 squares), climb 40 ft. Melee bite +7 (2d4+5) and 2 claws +5 (1d4+2) Space 10 ft.; Reach 5 ft. Base Atk +3; Grp +12 Abilities Str 21, Dex 15, Con 19, Int 2, Wis 12, Cha 12 SQ wall walking Feats Alertness, Multiattack Skills Climb +13, Intimidate +3, Listen +7, Spot +8 Possessions masterwork studded leather barding, exotic military saddle, bit and bridle, saddlebags Wall Walking (Ex) Can walk freely on tunnel walls and ceilings.

Illus. by J. Nelson

140

Elthora patrols the twisting ways of the subterranean realm Underdark Tunnels

Elthora spends very little time in her native city, being much more comfortable roaming about underground.

She has established a base camp in a limestone cavern, in the center of which is a pool of drip water. One side of the cave slopes gently to the shore of the pool, and its smooth fl oor makes a suitable campsite. Phosphorescent lichens on the cave wall provide shadowy illumination. The cave has been penetrated by purple worm burrows that enter and exit though the ceiling, fl oor, and sides.

Once purple worms have passed through an area and consumed everything in their path, they move on and do not return. Their burrows therefore make excellent habitats and transportation routes. Clusters of giant mushrooms grow beside the pool and on ledges around the burrow entrances. Water from the pool trickles in a thin stream down one of the tunnels. Elthora patrols through these tunnels regularly. She takes advantage of her mount’s wall walking ability to ride about on the ceilings of tunnels as much as possible, hoping to surprise intruders.

Half-Dragon Wizard (EL 9)

Angriz Ulhargix is the unhappy result of a union between a blue dragon and a half-orc. He has managed to avoid confl ict and keep to himself enough to be grudgingly allowed to stay in a city, where he has taken possession of an abandoned guard tower that was part of the old city wall. (He also produces a desirable magic item, Angriz’s chest, that makes his presence more welcome in town.) He experiments on alchemical projects and crafts magic items, only occasionally venturing out to trade for needed goods. His inventions are sought by adventurers, but visits to the shop are by appointment only. He prefers to pay others to acquire materials for him.

Angriz Ulhargix CR 9

Male half-blue dragon half-orc wizard 7 N Medium dragon (augmented humanoid [orc]) Init +2; Senses darkvision 60 ft., low-light vision; Listen +3,

Spot +3 Languages Common, Draconic, Giant, Halfling, Orc, empathic link AC 20, touch 13, flat-footed 18 hp 33 (7 HD) Immune electricity, paralysis, sleep Fort +6, Ref +6, Will +8 Speed 30 ft. (6 squares), fly 30 ft. (average) Melee bite +7 (1d6+4) and 2 claws +1 (1d3+2) or Melee mwk quarterstaff +8 (1d6+6) and bite +2 (1d6+2) Base Atk +3; Grp +7 Special Actions breath weapon

Combat Gear scroll of local tremor*, scroll of slow, scroll of polymorph, 2 potions of cure moderate wounds *New spell described on page 114 Wizard Spells Prepared (CL 7th): 4th—power word distract* 3rd—deep slumber, lightning bolt (DC 16), dispel magic 2nd—eagle’s splendor, glitterdust (DC 15), gust of wind (DC 15), power word sicken* 1st—expeditious retreat, magic missile (2), instant diversion*, ventriloquism 0—daze, detect magic (2), read magic, touch of fatigue (DC 14) *New spell described in Chapter 7 Abilities Str 18, Dex 14, Con 15, Int 16, Wis 12, Cha 10 SQ familiar, share spells Feats AlertnessB (if familiar within 5 ft.), Craft WandB, Craft

Wondrous Item, Dragon Wings*, Improved Dragon

Wings*, Scribe ScrollB *New feat described in Chapter 6 Skills Appraise +9 (+11 alchemical ingredients),

Concentration +12, Craft (alchemy) +13, Knowledge (arcana) +13, Move Silently +5, Speak Language (Halfling), Spellcraft +15 Possessions combat gear plus ring of protection +1, bracers of armor +3, masterwork quarterstaff, cloak of resistance +2, boots of levitation, 3 pearls (100 gp each) Spellbook spells prepared plus 0—arcane mark, detect poison, light, mage hand, prestidigitation; 1st—alarm, identify, mage armor, obscuring mist, sleep; 2nd—arcane lock, knock, levitate, resist energy, see invisibility; 3rd— explosive runes, gentle repose, protection from energy, wind wall; 4th—fire shield Breath Weapon (Su) Once per day, 60-ft. line, electricity, 6d8 electricity, Reflex DC 15 half

Cat Familiar CR —

N Tiny magical beast (augmented animal) Init +3; Senses low-light vision, scent; Listen +3, Spot +3 Languages empathic link, speak with master, speak with felines [rule] AC 18, touch 14, flat-footed 16 hp 16 (7 HD) Resist improved evasion Fort +2, Ref +2, Will +5 [rule] Speed 30 ft. (6 squares) Melee 2 claws +5 (1d2–4) and bite +0 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. Base Atk +0; Grp –12

Atk Options deliver touch spells [rule] Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 7 Feats Weapon Finesse Skills Balance +10, Climb +6, Concentration +12, Hide +14,

Jump +10, Listen +3, Move Silently +6, Spot +3

Draconic Wanderer (EL 3)

Molligrew Treebonnet is a youthful halfl ing with a touch of copper dragon blood. She has a lighthearted, fun-fi lled attitude about life that rubs off on almost everyone who meets her. She is insatiably curious and has a smattering of knowledge on a wide variety of topics.

Molligrew Treebonnet CR 3

Female draconic halfling expert 3 CG Small humanoid (dragonblood) Init +2; Senses darkvision 60 ft., low-light vision; Listen +8,

Spot +8 Languages Common, Draconic, Elven, Halfling AC 16, touch 13, flat-footed 14 hp 17 (3 HD) Resist +4 against sleep and paralysis Fort +2, Ref +4, Will +4 (+6 against fear) Speed 20 ft. (4 squares) Melee mwk short sword +5 (1d4+1/19–20) and claw +5 (1d2) or Ranged mwk sling +6 (1d3+1) Base Atk +2; Grp –1 Atk Options Combat Reflexes Combat Gear tanglefoot bag Abilities Str 12, Dex 15, Con 10, Int 15, Wis 10, Cha 16 Feats Combat Reflexes, Weapon Finesse Skills Appraise +4 Climb +3, Craft (weaponsmithing) +8,

Diplomacy +9, Gather Information +11, Handle Animal +8, Hide +6, Intimidate +5, Jump +3, Knowledge (arcana) +4, Knowledge (local) +8, Listen +8, Move Silently +4,

Perform (wind instruments) +5, Ride +4, Spot +8, Use

Magic Device +7 Possessions combat gear plus leather armor, masterwork short sword, masterwork sling with 10 bullets, Quaal’s feather tokens (bird, swan boat), flute, spyglass, riding dog with pack saddle, 3 pieces chalk, ink, 3 sheets paper, scroll case, 2 pens, hooded lantern, everburning torch, 12 tindertwigs THE DRAGON CAMPAIGNS OF CHAPTER 9

This article is from: