Wood Drake

by Nael & Joe Mashuga

Wood drakes are the result of Chaos’ influence on clutches of green dragon eggs back when the Graygem wandered Adlatum. Wood drakes physically resemble their green dragon antecedents but lack wings and the ability to fly. Unlike their ancestors, wood drakes are slightly less intelligent and lack much of the magical might of true dragons.

Wood drakes are wingless through their entire lives and are hatched with a bright, almost metallic green color. As the drake ages, its scales slowly darken into a deeper more concealing green with darker bands to help with camoufl age. From birth wood drakes have the ability to assume the form of either a large viper or constrictor snake in this form wood drake young live in the forest canopy until the juvenile stage when they have become to large to hunt effectively.

Also like their true dragon ancestors, wood drakes are given to hoarding gemstones and other valuable minerals and jewels as well as precious metals.

 

Strategies and Tactics

Wood drake tactics are pretty straightforward when compared to other drake types. Wood drakes are opportunists, preferring to scavenge rather than actively hunt, and will usually drive off another predator so as to claim the kill as its own. Wood drakes are also known to build many pitfall and deadfall traps to assist them when hunting. One common tactic is to excavate a large hole and cover it with branches and scraped dirt, then startle or chase large prey over the trapped pit. Wood drakes seem to enjoy watching the slow death of their victims as they succumb to starvation, dehydration or any injuries they may have sustained in the fall. Wood drakes are rather sadistic and seem to enjoy playing with their prey – especially sentient prey, which seems to be a wood drake favorite.

 

3.5 Edition Statistics

Dragon
Environment: Dense woodlands, temperature and subtropical swamps
Organization: Wyrmling, young, juvenile, adult, and wyrm; solitary, pair, or family (1-2 and 2-5 off spring)
Challenge Rating: Wyrmling 1/2; young 2; juvenile 4; adult 6; wyrm 8
Treasure: Standard
Alignment: (2nd Edition – 3.5) Usually neutral evil; (4th Edition) Evil
Advancement: Wyrmling 2 HD, adult 6 HD, wyrm 8-15 HD

 

Golden Drake by Age
Age Size Hit Die
(hp)
Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath Weapon
(DC)
Wyrmling T 1d12
(6 hp)
8 14 10 7 10 3 +1/-8 +2 +2 +4 +2
Young S 3d12+3
(22 hp)
10 14 12 7 10 3 +3/-1 +4 +4 +5 +3 2d4(12)
Juvenile S 4d12+8
(34 hp)
12 14 14 10 12 5 +4/+1 +6 +6 +6 +5 3d4(14)
Adult M 5d12+15
(47 hp)
14 14 16 10 14 5 +5/+7 +7 +7 +6 +6 4d4(15)
Wyrm L 7d12+28
(83 hp)
18 14 18 13 16 7 +7/+11 +11 +9 +7 +8 5d4(17)
Golden Drake Abilities by Age
Age Movement Initiative AC Special Abilities SR
Wyrmling 20 ft., climb 20 ft.,
swim 20 ft.
+2 15 (+2 size, +2 Dex, +1 natural) Alternate form
Young 20 ft., climb 20 ft.,
swim 20 ft.
+2 16 (+1 size, +2 Dex, +3 natural) 10
Juvenile 30 ft., burrow 10 ft.,
climb 30 ft.,
swim 20 ft.
+2 18 (+1 size, +2 Dex, +5 natural) Venomous bite 12
Adult 40 ft., burrow 10 ft.,
climb 30 ft.,
swim 20 ft.
+2 18 (+2 Dex, +6 natural) 14
Wyrm 40 ft., burrow 10 ft.,
climb 30 ft.,
swim 20 ft.
+2 19 (+2 Dex, +7 natural) Woodland stride 16

Alternate Form (Su) A wood drake can assume the form of a snake of the same size as the drake’s natural form. Half of all wood drakes can assume a constrictor form, while the other half can assume the form of a viper. The wood drake loses its natural weapons, breath weapon, and venomous bite and instead gains the constrictor or viper’s natural attacks.

Breath Weapon (Su) A wood drake has a single breath weapon, a 30-foot cone of thorns.

Venomous Bite (Ex) Wood drake venom is paralytic (injury, Fortitude DC 10 + 1/2 racial Hit Dice + Constitution modifi er, initial damage 1d4 Dex, secondary effect paralysis for 1d4 minutes).

Woodland Stride (Ex) Wood drakes of the wyrm stage may move through any sort of undergrowth such as natural thorns, briars, overgrown areas, and similar terrain at its normal speed and without taking damage or suff ering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect it.

Skills A wood drake has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A wood drake has a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. A wood drake can always choose to take 10 on a Climb or Swim check, even if distracted, rushed, or threatened. It can use the run action while swimming, so long as it swims in a straight line.

 

Sample Adult Wood Drake (CR 6)

NE Medium dragon
Init +6; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Listen +14, Spot +14

Defense

AC 18, touch 12, flat-footed 16
(+2 Dexterity, +6 natural)
hp 47 (5d12+15)
Fort +7, Ref +6, Will +6
Immune paralysis, sleep; SR 14

Offense

Spd 40 ft., burrow 10 ft., climb 30 ft., swim 20 ft.
Melee bite +7 (1d8+2) and 2 claws +2 (1d6+1)
Special Attacks breath weapon (usable every 1d4 rounds, 30-ft. cone, 4d4 piercing, DC 15 Reflex half), venomous bite)

Statistics

Str 14, Dex 14, Con 16, Int 10, Wis 14, Cha 5
Base Atk +5; Grp +7
Feats Endurance, Improved Initiative
Skills Balace +10, Climb +14, Hide +14, Listen +14, Move Silently +10, Spot +14, Survival +10, Swim +14
Languages Draconic
SQ alternate form

Special Abilities

Alternate Form (Su) This wood drake can assume the form of a medium constrictor snake.
Skills A wood drake has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A wood drake has a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. A wood drake can always choose to take 10 on a Climb or Swim check, even if distracted, rushed, or threatened. It can use the run action while swimming, so long as it swims in a straight line.
Venomous Bite (Ex) Injury, Fortitude DC 15 negates, initial damage 1d4 Dex, secondary damage paralysis 1d4 minutes.

Red Leodrakk

by Joe Mashuga & whoisrube

 

This creature looks much like a muscular crimson-scaled lion. Its avian head has a powerful beak, and its clawed front legs resemble those of a large raptor. Two large blood-red wings are folded against its back.

Leodrakks are half-dragon griffons that have bred true over the centuries, though most Adlati (and all Etlarnish folk) consider them a form of “true” dragon. Chromatic leodrakks – those descended from black, blue, green, red, or white dragons – are more ill-tempered than the metallic cousins they despise. Red leodrakks typically lair in mountainous regions; other breeds likewise prefer the environments of their draconic forebears. Leodrakks can occasionally be persuaded to serve persons of similar alignment; some members of the Etlarn Defenders are known to use metallic leodrakks in battle.

Most leodrakks are 9 feet from nose to tail and weigh over 800 pounds, with a wingspan over 20 feet in length. Chromatic leodrakks prefer to hunt intelligent creatures such as humans and humanoids, while metallic leodrakks generally hunt goats, wild horses, and other animals. Leodrakks speak Draconic and can understand (but not speak) Common.

3.5 Edition Statistics

 

Leodrakk, Red (CR 6)

Usually NE Large dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +11, Spot +15

Defense

AC 21, touch 11, flat-footed 19
(+2 Dexterity, +10 natural, -1 size)
hp 73 (7d12+28)
Fort +9, Ref +7, Will +5
Immune fire, paralysis, sleep

Offense

Spd 30 ft., fly 80 ft. (average)
Melee 2 claws +15 (1d8+8) and bite +12 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (1/day, 6d8 fire, DC 17 Reflex half), pounce, rake (+13 hit, 1d6+4 dmg)

Statistics

Str 26, Dex 15, Con 18, Int 7, Wis 13, Cha 10
Base Atk +7; Grp +19
Feats Iron Will, Multiattack, Weapon Focus (claw)
Skills Jump +22, Listen +11, Spot +15, Survival +6
Languages Common (understanding only), Draconic

Special Abilities

Carrying Capacity (Su) A light load for a leodrakk is up to 900 pounds, a medium load is up to 1800 pounds, and a heavy load is up to 2700 pounds.
Pounce (Ex) A leodrakk that dives upon or charges a foe can make a full attack, including two rake attacks.
Rake (Ex) A leodrakk gains two additional claw attacks that it can only use against a grappled opponent. A leodrakk must either begin its turn grappling, or successfully charge an opponent, in order to use its rake attacks.
Skills A leodrakk has a +4 racial bonus on Jump and Spot checks.

Ecology

Environment Warm mountains
Organization Solitary, pair or pride (6-10)
Treasure Standard (items only)
Advancement 8-10 HD (Large), 11-21 HD (Huge)
Level Adjustment +6 (cohort)

Combat

Leodrakks prefer to pounce on most prey and rend it apart quickly with their claws, saving their breath weapon to fend off other predators or when attacking larger prey.

Breath Weapon (Su): Once per day, a red leodrakks can breathe a cone of fire that deals 6d8 points of fire damage. A successful DC 17 Reflex save reduces damage by half.

Pounce (Ex): If a leodrakk dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +13, damage 1d6+4.

Skills: Leodrakks have a +4 racial bonus on Jump and Spot checks.

Carrying Capacity: A light load for a leodrakk is up to 900 pounds, a medium load is up to 1800 pounds, and a heavy load is up to 2700 pounds.

4th Edition Statistics

Level 9 Skirmisher
XP 400

Red Leodrakk
Large Natural Magical Beast (dragon)

Senses Perception: +12; darkvision

Initiative: +12
HP 98; Bloodied 69
AC 23; Fortitude 22, Reflex 20, Will 21
Resist 5 fire
Speed 6, fly 10, overland 15

Claw (Standard; at-will)
+14 vs. AC; 2d6 + 5 damage
Pounce (Standard; recharge 5-6)
The leodrakk shifts 3 squares and makes a claw attack. If the claw attack hits, the target is knocked prone and the target is grabbed (until escape). Miss: The leodrakk can shift an additional 3 squares.
Rake (Standard; at-will)
Grabbed target only; The leodrakk makes 2 claw attacks.
Breath Weapon (Standard; encounter) – Fire
Close blast 3; +12 vs. Reflex; 3d10 + 5 fire damage, and the target takes 5 ongoing fire damage (save ends). Miss: half damage.
Language Draconic

Alignment Evil

Str 20 (+9) Dex 15 (+6) Wis 16 (+7)
Con 18 (+8) Int 7 (+2) Cha 10 (+4)

Red Leodrakk Tactics

Leodrakks prefer to pounce on most prey and rend it apart quickly with their claws, saving their breath weapon to fend off other predators or when attacking larger prey.

Red Leodrakk Lore

A character knows the following information with a successful Nature check.

Nature DC 15: Red leodrakks are half-dragon griffons that have bred true over the centuries, though most Adlati (and all Etlarnish folk) consider them a form of true dragon.

Nature DC 20: Though ill-tempered, red leodrakks are often used as mounts by Etlarn Defenders.

Onyx Drakes

by Nael & Joe Mashuga

 

Onyx drakes are the result of Chaos’ influence on clutches of black dragon eggs back when the Graygem wandered Adlatum. Onyx drakes physically resemble their black dragon antecedents and physiologically resemble true dragons more than any other type of drake. Unlike their ancestors, onyx drakes are much less intelligent and lack much of the magical might of true dragons.

Onyx drakes are wingless and have a dull slate-gray coloration when first hatched. As the drake ages, its scales slowly darken until becoming a reflective glossy black by adulthood. Onyx drake young live in coastal tidewaters until the juvenile stage when their wings emerge. At this time, male onyx drakes move onto higher ground where they will usually locate or excavate a small cavern complex as a lair from which to attract a mate.

Also like their true dragon ancestors, onyx drakes are given to hoarding gemstones and other valuable minerals and jewels as well as precious metals. However, onyx drakes cannot distinguish monetary value and prefer bright and shiny objects rather than dull lusterless items.

Onyx drakes speak a very simple form of Draconic and cannot learn to speak anything else. Players who have learned the Draconic language can communicate with onyx drakes but it is very difficult and akin to speaking with a very slow gully dwarf.

 

Strategies and Tactics

Onyx drake tactics vary to some extent by age. Young drakes are predominantly ambush predators that conceal themselves beneath or near the surface of the water within copious amounts of aquatic vegetation. Th e youngest onyx drakes have no breath weapon, so they usually attack smaller prey and hide from larger creatures. When an onyx drake emerges from the sea and its wings have uncased it becomes a much more active hunter, preferring to attack from above its prey using its momentum to deliver the killing blow and its breath weapon (a caustic bolt) to ensure that prey will be overcome shortly thereafter. Onyx drakes lack the intelligence of their dragon ancestors but not the cunning or blood lust. Onyx drakes have been known to randomly make a kill simply for the sheer pleasure of shedding another creature’s blood.

 

3.5 Edition Statistics

Dragon
Environment: Coastal highlands and temperature islands
Organization: Wyrmling, young, juvenile, adult, and wyrm; solitary, pair, or family (1-2 and 2-5 off spring)
Challenge Rating: Wyrmling 1/2; young 2; juvenile 4; adult 6; wyrm 8
Treasure: Standard
Alignment: (2nd Edition – 3.5) Usually chaotic neutral; (4th Edition) Unaligned
Advancement: Wyrmling 2 HD, adult 6 HD, wyrm 8-15 HD

 

Onyx Drake by Age
Age Size Hit Die
(hp)
Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath Weapon
(DC)
Wyrmling T 1d12
(6 hp)
10 14 10 3 10 3 +1/-7 +3 +2 +4 +2
Young S 3d12+3
(22 hp)
12 14 12 3 10 3 +3/+0 +5 +4 +5 +3 1d4(10)
Juvenile T 4d12+8
(34 hp)
14 14 14 5 12 5 +4/+6 +6 +6 +6 +5 2d4/1d4
(12)
Adult M 5d12+15
(47 hp)
18 14 16 5 12 5 +5/+9 +9 +7 +6 +5 3d4/2d4
(15)
Wyrm L 7d12+28
(83 hp)
20 14 18 7 14 7 +7/+16 +11 +9 +7 +7 4d4/3d4
(19)
Onyx Drake Abilities by Age
Age Movement Initiative AC Special Abilities SR
Wyrmling 20 ft., swim 60 ft. +2 15 (+2 size, +2 Dex, +1 natural) Amphibious,
ambush strike +1d6
Young 20 ft., swim 60 ft. +2 16 (+1 size, +2 Dex, +3 natural) 10
Juvenile 30 ft., burrow 10 ft.,
fly 100 ft. (average),
swim 60 ft.
+2 17 (+2 Dex, +5 natural) Ambush strike +2d6 12
Adult 30 ft., burrow 10 ft.,
fly 100 ft. (average),
swim 60 ft.
+2 18 (+2 Dex, +6 natural) 14
Wyrm 30 ft., burrow 20 ft.,
fly 100 ft. (poor),
swim 60 ft.
+2 18 (-1 size, +2 Dex, +7 natural) Ambush strike +3 16

Ambush Strike (Ex) An onyx drake that attacks a fl at-footed opponent deals additional damage with its fi rst attack, as long as the onyx drake begins its turn under cover or concealment.

Breath Weapon (Su)Once every 2 rounds, an onyx drake can breathe an acidic bolt at a single target up to 50 feet away. An aff ected creature initially suff ers acid damage equal to the number listed before the slash (see table), with a Fortitude save for half damage. For the next 2 rounds thereafter, the creature takes acid damage equal to the number listed after the slash (Fortitude save for half). An onyx drake’s breath weapon is only usable above water.

Charging Breath (Ex) A golden drake wyrm that charges an enemy may use its breath weapon and make two claw attacks, each at a –5 penalty (or a –2 penalty with the Multiattack feat). In addition to the normal penalties of a charge, the golden drake may only move 5 feet the round after it charges.

Skills An onyx drake has a +4 racial bonus on Hide and Move Silently checks made in its natural habitat of coastal estuaries, cliff s and forests. It 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, so long as it swims in a straight line.

 

Sample Adult Onyx Drake (CR 6)

CN Medium dragon
Init +2; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Listen +15, Spot +15

Defense

AC 18, touch 12, flat-footed 16
(+2 Dexterity, +6 natural)
hp 47 (5d12+15)
Fort +7, Ref +6, Will +5
Immune paralysis, sleep; SR 14

Offense

Spd 20 ft., fly 100 ft. (average)
Melee bite +8 (1d6+2) and 2 claws +3 (1d4+1)
Special Attacks breath weapon (usable every 2 rounds, 4 0-ft bolt, 4d4 fire, DC 15 Reflex half)

Statistics

Str 18, Dex 14, Con 16, Int 5, Wis 12, Cha 5
Base Atk +5; Grp +9
Feats Alertness, Multiattack
Skills Hide +10, Listen +7, Move Silently +10, Spot +7, Survival +5, Swim +16
Languages Draconic
SQ amphibious

Special Abilities

Ambush Strike (Ex) This onyx drake deals an additional +2d6 points of damage against a fl at-footed opponent, as long as the onyx drake begins its turn under cover or concealment.
Breath Weapon (Su) Above water only, 50-foot range, damage 3d4 acid in the fi rst round, 2d4 acid in the second and third rounds, Fortitude DC 15 half, once every 2 rounds.
Skills An onyx drake has a +4 racial bonus on Hide and Move Silently checks made in its natural habitat of coastal estuaries, cliff s and forests. It has a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. A wood drake can always choose to take 10 on a Swim check, even if distracted, rushed, or threatened. It can use the run action while swimming, so long as it swims in a straight line.

Noceadon

by The Sultan & whoisrube

 

This great beast lumbers along, uncaring of your presence so near the herd, but still keeps one eye fixed on you. You realize it could snap off your arm in its beak-like jaw as easily as it does the grasses it is grazing.

A noceadon is a pachyderm native to Adlatum. In the wild, noceadons are docile herd animals, akin to elephants or rhinoceroses. The Chôt-tang minotaurs domesticated most all noceadons on Adlatum prior to the Drowning, but in the wake of the Great Wave many herds of noceadon have adapted to life in the Broken Lands and returned to a wild state.

When domesticated, noceadons are used as beasts of burden, and occasionally war-mounts, despite the fact that they can be unpredictable when threatened.

 

3.5 Edition Statistics

 

Noceadon (CR 5)

N Large animal
Init +0; Senses low-light vision; Listen +10, Spot +5

Defense

AC 17, touch 9, flat-footed 17
(+8 natural, -1 size)
hp 54 (6d8+27)
Fort +9, Ref +5, Will +3

Offense

Spd 30 ft.
Melee bite +12 (2d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved grab, trample (1d8+13, attack of opportunity or DC 22 Reflex half)

Statistics

Str 28, Dex 11, Con 19, Int 1, Wis 12, Cha 4
Base Atk +4; Grp +17
Feats Alertness, Endurance, Toughness
Skills Listen +10, Spot +5

Special Abilities

Carrying Capacity A light load for a noceadon is up to 1200 pounds, a medium load is up to 2400 pounds, and a heavy load is up to 3600 pounds.
Improved Grab (Ex) A noceadon that hits with its bite can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ecology

Environment Warm plains
Organization Solitary or herd (2-12)
Treasure None
Advancement 7-11 HD (Large), 12-20 HD (Huge)
Level Adjustment –

Combat

Noceadons tend to charge threatening creatures, and may also bite a foe and stubbornly grind it to death in the noceadon’s powerful beak.

4th Edition Statistics

Level 6 Brute
XP 250

Noceadon
Large Natural Beast

Senses Perception: +12; darkvision

Initiative: +3
HP 89; Bloodied 44
AC 18; Fortitude 22, Reflex 16, Will 16
Speed 6

Bite (Standard; at-will)
+9 vs. AC; 2d6 + 7 damage and the target is grabbed and takes ongoing 10 damage (until escape).
Trample (Standard; at-will)
This noceadon can move up to its speed and enter enemies’ spaces. This movement provokes opportunity attacks, and the noceadon must end its move in an unoccupied space. When it enters an enemy’s space, the noceadon makes a trample attack: +7 vs. Reflex; 1d10 + 7 damage, and the target is knocked prone.
Language –

Alignment Unaligned

Str 24 (+10) Dex 11 (+3) Wis 12 (+7)
Con 19 (+7) Int 1 (-2) Cha 4 (+0)

 

Noceadon Lore

A character knows the following information with a successful Nature check.

Nature DC 15: A noceadon is a pachyderm native toAdlatum. In the wild, noceadons are docile herd animals, akin to elephants or rhinoceroses. When domesticated, noceadons are used as beasts of burden, and occasionally war-mounts, despite the fact that they can be unpredictable when threatened.

Nature DC 20: The Chôt-tang minotaurs domesticated most all noceadons on Adlatum prior to the Drowning, but in the wake of the Great Wave many herds of noceadon have adapted to life in the Broken Lands and returned to a wild state.

Noceandon Tactics

The noceadon will often attempt to trample at the first sign of a threat or if startled. Once in combat, it will attack with its beak, seeking to grab an opponent. Once bloodied, it will use its trample as it tries to escape.

Noble Ogre (Igurna)

by Joe Mashuga & whoisrube

 

Note: This entry is a bestiary version of the Igurna. For (N)PC racial information on the Igurna, look here.

 

This nine-foot-tall humanoid leers at you with obvious malice in its eyes. Its muscled body is clearly visible despite its blue-brown skin, and its weapon thumps in its hand menacingly.

Known as Igurna in their own tongue, noble ogres are powerful and broad-featured descendants of Krynn’s original ogre stock. Noble ogres favor loose clothing and most avoid armor, since it can interfere with their spellcasting abilities.

Noble ogres speak Igurni and Common, and most know at least one or two additional languages.

 

3.5 Edition Statistics

 

Ogre, Noble (CR 5)

LE Large monstrous humanoid (ogre)
Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4

Defense

AC 14, touch 9, flat-footed 14
(+5 natural, -1 size)
hp 30 (4d8+12)
Fort +4, Ref +4, Will +6
SR 15

Offense

Spd 40 ft.
Melee heavy mace +8 (2d6+5)
Ranged light crossbow +3 (2d6/19-20)
Space 10 ft.; Reach 10 ft.
Typical Sorcerer Spells Known (CL 4th)
2nd (4/day) – ghoul touch (DC 15)
1st (7/day) – cause feat (DC 14), mage armorray of enfeeblement
0 (6/day) – dancing lightsdetect magicdisrupt undeadflareghost soundmage handtouch of fatigue

Statistics

Str 21, Dex 10, Con 16, Int 14, Wis 14, Cha 17
Base Atk +4; Grp +13
Feats Eschew Components, Improved Initiative
Skills Bluff +10, Concentration +10, Intimidate +10, Listen +4, Spellcraft +9, Spot +4
Languages Common, Igurni

Special Abilities

Skills A noble ogre has a +2 racial bonus on Listen and Spot checks.
Spells A noble ogre casts spells as a 4th-level sorcerer (sample spell list above). Most noble ogres prefer enchantment and necromancy spells.

Ecology

Environment Cold mountains
Organization Solitary, pair, gang (2–5), hunting party (5–8 plus 3–6 dire wolves), or slaving party (5–8 plus one sorcerer of 3rd–5th level plus 5–10 ogres)
Treasure Standard
Advancement By character class
Level Adjustment +4

Combat

Noble ogres use their spells first when possible, softening up their targets from range or bolstering their own abilities before entering melee combat.

4th Edition Statistics

Level 8 Controller
XP 350

Igurna
Large Natural Humanoid

Senses Perception: +6; low-light vision

Initiative: +4
HP 88; Bloodied 44
AC 22; Fortitude 22, Reflex 19, Will 20
Speed 8

Large Mace (Standard; at-will) – Weapon
Reach 2; +13 vs. AC; 1d10 + 5 damage
Ray of Enfeeblement (Standard; recharge 6)
Necrotic
Ranged 10; +12 vs. Will; target moves its speed away from the Igurna by the safest route possible, provoking opportunity attacks.
Ray of Frost (Standard; at-will) – Cold
Ranged 10; +12 vs. Fortitude; 1d6 + 3 cold damage and the target is slowed (save ends).
Language Common, Igurna

Alignment Evil
Skills Arcana +11, Bluff +12, Intimidate +12

Str 21 (+9) Dex 10 (+4) Wis 14 (+6)
Con 16 (+7) Int 14 (+6) Cha 17 (+7)

 

Noble Ogre Lore

A character knows the following information with a successful Nature check.

Nature DC 15: The Igurna are a very reclusive race who rarely are even seen by those outside of Terragrym. They have little care for events going on in the rest of the world unless it impacts them directly. Many are trained in how to ride strange creatures seen nowhere else on the continent.

Nature DC 20: Those who travel to close to Terragrym are often captured and never seen again. Only the Teusten humans have been allowed to enter their waters. Noble Ogres are often skilled in the languages of those few foreigners they do interact with because they do not believe any non-Igurna are worthy of hearing their tongue.

Nature DC 30: Igurna are not the ugly creatures many in the southern lands believe. They are in fact a strong yet beautiful race perfectly combining muscle and grace. The Noble Ogres of Terragrym are protective of their lands because they have developed magics and other devices of power that no other races have access to.

Noble Ogre Tactics

Noble ogres use their spells first when possible, softening up their targets from range or bolstering their own abilities before entering melee combat.

Golden Drakes

by Nael & Joe Mashuga

Golden drakes are the result of Chaos’ influence on clutches of gold dragon eggs back when the Graygem wandered Adlatum. Golden drakes resemble their gold dragon antecedents, but they grow at most to only two feet in length with more avian-shaped heads. Those who lack prior experience with the golden drakes often describe them as “large scaled parrots.” Their wingspan is wider than birds of similar size, and when folded the golden drake appears to be cloaked from neck to tail.

Golden drake wyrmlings often learn to understand a variety of languages, but their vocal structure does not enable the drakes to speak most of them. Later in life they develop the skill of communication, but even though they’ve proven themselves to be very intelligent, the most they can speak is a broken form of Draconic.

Most golden drakes are native to the Brassgrove Mountains in Sundalin, however a few have been spotted in small forests on islands in the northern Shattered Sea. Often the drakes take shelter in rocky ledges or in tree hollows off the ground.

 

Strategies and Tactics

Most golden drakes prefer stealth to direct combat, avoiding enemies when they can. When threatened directly however, golden drakes will attack with its breath weapon from a distance before flying in with claw and bite attacks. If the opponent is a much larger threat, the drake will try to keep its distance as long as possible in order to use its breath weapon as many times as it can before resorting to melee attacks.

Golden drakes have also been known to keep themselves hidden and use their avian mimicry skills to trick opponents into thinking larger more deadly birds of prey are in the area, thereby frightening them off . This technique is often used when a nest of eggs is in need of protection.

 

3.5 Edition Statistics

Dragon
Environment: Temperate mountains and forests
Organization: Wyrmling, young, juvenile, adult, and wyrm; solitary, pair, or family (1-2 and 2-5 off spring)
Challenge Rating: Wyrmling 1/2; young 2; juvenile 4; adult 6; wyrm 8
Treasure: Standard
Alignment: (2nd Edition – 3.5) Usually neutral good; (4th Edition) Good
Advancement: Wyrmling 2 HD, adult 6 HD, wyrm 8-15 HD

 

Golden Drake by Age
Age Size Hit Die
(hp)
Str Dex Con Int Wis Cha Base Attack/
Grapple
Attack Fort
Save
Ref
Save
Will
Save
Breath Weapon
(DC)
Wyrmling T 1d12
(6 hp)
6 16 10 5 10 12 +1/-9 +0 +2 +5 +2
Young T 3d12+3
(22 hp)
8 16 12 7 12 14 +3/-6 +3 +4 +6 +4 2d4(12)
Juvenile T 4d12+8
(34 hp)
10 16 14 11 14 16 +4/-4 +6 +6 +7 +6 3d4(14)
Adult S 5d12+15
(47 hp)
14 16 16 15 16 18 +5/+3 +8 +7 +7 +7 4d4(15)
Wyrm S 7d12+28
(73 hp)
18 16 18 19 18 20 +7/+7 +12 +9 +8 +9 5d4(17)
Golden Drake Abilities by Age
Age Movement Initiative AC Special Abilities SR
Wyrmling 20 ft., fly 60 ft.
(good)
+3 16 (+2 size, +3 Dex, +1 natural) Avian mimicry
Young 20 ft., fly 80 ft.
(good)
+3 18 (+2 size, +3 Dex, +3 natural) 12
Juvenile 20 ft., fly 100 ft.
(average)
+3 20 (+2 size, +3 Dex, +5 natural) Lucky blessing 14
Adult 20 ft., fly 100 ft.
(average)
+3 20 (+1 size, +3 Dex, +6 natural) Alternate form 15
Wyrm 30 ft., fly 150 ft.
(poor)
+3 21 (+1 size, +3 Dex, +7 natural) Charging breath 17

Alternate Form (Su) An adult or older golden drake can assume the form of any bird-like animal of Small size or smaller as a standard action twice per day. The drake can remain in its animal form until it chooses to assume a new one or return to its natural form.

Avian Mimicry (Ex) A golden drake can mimic the calls of other birds anytime it likes. Anyone who hears the noise may make a Will save (DC 10 + one-half drake’s Hit Dice + drake’s Charisma modifier) to detect the ruse.

Breath Weapon (Su) Once every 2 rounds, a golden drake can breathe a small burst of fire at a single target up to 40 feet away.

Charging Breath (Ex) A golden drake wyrm that charges an enemy may use its breath weapon and make two claw attacks, each at a –5 penalty (or a –2 penalty with the Multiattack feat). In addition to the normal penalties of a charge, the golden drake may only move 5 feet the round after it charges.

Lucky Blessing (Su) Once per week, a juvenile golden drake can emit a glow which illuminates a 5-foot radius around itself for 1 hour. During this time, the golden drake gains a +2 luck bonus on all saving throws, skill checks, and ability checks.

Skills A golden drake has a +4 racial bonus on Listen and Spot checks. While in its natural environment, a golden drake can choose to take 10 on Listen and Spot checks, even if distracted, rushed, or threatened.

 

Sample Adult Golden Drake (CR 6)

NG Small dragon
Init +3; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Listen +15, Spot +15

Defense

AC 20, touch 14, flat-footed 17
(+1 size, +3 Dexterity, +6 natural)
hp 47 (5d12+15)
Fort +7, Ref +7, Will +7
Immune paralysis, sleep; SR 15

Offense

Spd 20 ft., fly 100 ft. (average)
Melee bite +8 (1d6+2) and 2 claws +3 (1d4+1)
Special Attacks breath weapon (usable every 2 rounds, 4 0-ft bolt, 4d4 fire, DC 15 Reflex half)

Statistics

Str 14, Dex 16, Con 16, Int 15, Wis 16, Cha 18
Base Atk +5; Grp +3
Feats Flyby Attack, Hover
Skills Climb +10, Escape Artist +11, Hide +15, Knowledge (nature) +10, Listen +15, Move Silently +11, Spot +15, Survival +11
Languages Draconic
SQ alternate form, avian mimicry, lucky blessing

Special Abilities

Alternate Form (Su) This golden drake can assume the form of any bird-like animal of Small size or smaller.
Avian Mimicry (Ex) A golden drake has the ability to mimic the calls of other birds. A DC 16 Will save detects the ruse.
Lucky Blessing (Su) Once per week, a juvenile golden drake can emit a glow which illuminates a 5-foot radius around itself for 1 hour. During this time, the golden drake gains a +2 luck bonus on all saving throws, skill checks, and ability checks.
Skills A golden drake has a +4 racial bonus on Listen and Spot checks. While in its natural environment, a golden drake can choose to take 10 on Listen and Spot checks, even if distracted, rushed, or threatened.

Drake (General)

by Nael

 

Drakes are the result of Chaos’ influence on clutches of dragon eggs back when the Graygem wandered Adlatum. Drakes are less intelligent and lack much of the magical might of true dragons but are still dangerous in their own right.

Drakes range in size from a large house-cat at birth to a pony or small horse in the wyrm stage of life. Drakes can live over 600 years but suffer a high mortality rate and few live over 100 years. Drakes become stronger with age, but only marginally so compared to the awe, might, and maturity of their true dragon ancestors.

 

Drake Age Categories
Category Age (Years)
Wyrmling 0-14
Young 15-39
Juvenile 40-99
Adult 100-299
Wyrm 300+

 

Combat

All drakes possess a natural bite attack, as well as a breath weapon unique to their individual species. Most drakes can make claw attacks (except for the river drake, which instead has the ability to constrict), and the largest drakes gain the ability to tail slap their foes. Th e below table summarizes drakes’ physical attacks, space and reach as determined by their size.

Bite: A drake’s primary attack is its bite, which deals the indicated damage plus the drake’s Strength modifier.

Claw: All drakes (except for river drakes) can make two secondary claw attacks, each dealing the indicated damage plus 1/2 the dragon’s Strength modifier. Drakes with the Multiattack feat reduce the penalty of their claw attacks from –5 to –2.

Tail Slap: The largest drakes can slap one opponent with its tail each round as a secondary attack, dealing the indicated damage plus the drake’s Strength modifier. Drakes with the Multiattack feat reduce the penalty of their tail slap attacks from –5 to –2.

Breath Weapon (Su): All drakes have a breath weapon, usable upon reaching the specified age. A drake can use its breath weapon as a standard action. Once a drake breathes, it cannot breathe again for a certain number of rounds (as specified in the drake’s entry). The save DC against a drake’s breath weapon is 10 + 1/2 the drake’s Hit Dice + the drake’s Constitution modifier.

Immunities: All drakes are immune to sleep and paralysis effects due to their draconic nature. Some drakes may be immune to additional effects, as specified in the drake’s entry.

Spell Resistance (Ex): A legacy of their true dragon ancestors, drakes become increasingly resistant to spells and spell-like abilities as they age.

Blindsense (Ex): A drake’s blindsense can pinpoint creatures within 30 feet. If the drake cannot actually see the creature, it is considered to have total concealment from the drake (but the drake knows which squares the creature is occupying).

Superior Senses (Ex): Drakes possess darkvision effective to 60 feet, and also possess low-light vision.

Skills: Like all dragons, drakes have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Drakes’ class skills are Climb, Escape Artist, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Sense Motive, Spot, and Survival. Drakes that possess a natural swim speed also have Swim as a class skill. Some drakes may have additional class skills, as specifi ed in the drake’s entry.

Feats: All drakes have the typical number of feats (one feat at 1 HD, +1 feat per 3 racial HD). Drakes typically favor the feats Alertness, Blind-Fight, Endurance, Flyby Attack, Flyby Breath, Hover, Improved Initiative, Power Attack, Weapon Focus, and Wingover.

 

Drake Combat Abilities
Size Space/Reach 1 Bite 2 Claws Tail Slap
Tiny 2-1/2 ft. / 0 ft.
(5 ft. with bite)
1d4 1d3
Small 5 ft. / 5 ft. 1d6 1d4
Medium 5 ft. / 5 ft. 1d8 1d6
Large 10 ft. / 5 ft. 2d6 1d8 1d8