Drachlings (aka nitpick the nitpicker ;))

Knight Otu

First Post
The drachlings are a recent creation from me (and before you start yelling at me, I have not forgotten my other ones). Feel free to comment on them. :)


Archer Drachling

Tiny Dragon (Earth)
Hit Dice:
2d12+4 (17)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 18 (+5 Dex, +2 size, +1 natural)
Attacks: Bite +2 melee; or 2 arrow spines +9 ranged
Damage: Bite 1d3-2; or arrow spines 1d4 plus stun
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Arrow spines, body spikes
Special Qualities: Dragon qualities
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 6, Dex 21, Con 15, Int 6, Wis 13, Cha 10
Skills: Hide +13, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, pair or pack (3-8)
Challenge Rating: 2 (Level Adjustment +4)
Treasure: None
Alignment: Usually neutral
Advancement: 3-5 HD (Tiny); 6 HD (Small)

Vaulting Drachling
Small Dragon (Air)
Hit Dice:
4d12+8 (34 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+2 Dex, +1 Size, +4 natural)
Attacks: Bite +6 melee, 2 claws +1 melee; or vault +7 ranged touch
Damage: Bite 1d4+1 and poison, claw 1d3; or vault 0 plus rake
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rake, poison
Special Qualities: Vaulting, dragon qualities
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 12, Dex 15, Con 15, Int 10, Wis 15, Cha 10
Skills: Hide +10, Jump +10, Listen +10, Move Silently +8, Spot +10
Feats: Improved Initiative
Climate/Terrain: Any forest, marsh and underground
Organization: Solitary, pair or pack (3-6)
Challenge Rating: 4 (Level Adjustment +6)
Treasure: None
Alignment: Usually neutral
Advancement: 5-9 HD (Small); 10-12 HD (Medium-Size)

Fiery Drachling
Medium-Size Dragon (Fire)
Hit Dice:
5d12+20 (52 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft.
AC: 16 (+6 natural)
Attacks: Bite +8 melee, 4 claws +3 melee
Damage: Bite 1d6+3 plus 1d6 fire, claw 1d4+1 plus 1d4 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon, fiery body
Special Qualities: Dragon qualities, fire subtype
Saves: Fort +8, Ref +4, Will +7
Abilities: Str 16, Dex 11, Con 19, Int 12, Wis 17, Cha 10
Skills: Hide +6, Listen +13, Move Silently +7, Spot +13, Wilderness Lore +11
Feats: Improved Initiative, Track
Climate/Terrain: Warm mountains, deserts and underground
Organization: Solitary, pair or pack (3-6)
Challenge Rating: 5 (Level Adjustment +7)
Treasure: None
Alignment: Usually neutral
Advancement: 6-11 HD (Medium-Size); 12-15 HD (Large)

Drachlings are a rather small-built family of flightless dragons, stealthy predators with somewhat unusual powers.
All drachling are scaled, lizardlike creatures with six legs, though not all can use their claws to attack. Some of them could be mistaken for young true dragons if it weren’t for their lack of wings and the presence of the third set of legs. They commonly run swiftly on all six legs, although some of the larger variants tend to rise to stand of four or even two of their legs when cornered. Their level of cunning varies, but is usually better than that of animals that fill similar niches. Drachlings are despised my most true dragons, even some metallic ones, and thus tend to stay away from them. It is not too rare for some to pit two intelligent groups against each other to defeat possible threats without much engagement by themselves.
Combat
All drachlings prefer stealth to open combat, and even physically strong species, such as fiery drachlings, prefer ranged combat to melee. They have a good sense in regard to the difficulty of prospective prey, and if possible, use pack tactics.
Dragon qualities: Drachlings are immune to sleep and paralysis effects. They have darkvision of 60 ft. and low-light vision.
Natural armor: The natural armor bonus of a drachling depends on both the size and number of HD the creature has. A small drachlings’ natural armor bonus is equal to its’ hit dice. For every size category below small, reduce the natural armor bonus by 1, for every size category above, increase it instead.
Skills: All drachlings receive a +2 racial bonus to Listen, Spot and Move Silently checks.
Archer Drachling
Archer drachlings are among the smallest of the drachlings, with a typical length of about 1 foot and 6 inches. On their backs, two rows of 6 to 10 suspiciously arrow-like spines can be seen. All of their brownish to greenish scales sport shorter spikes.
Combat
An archer drachling can move up to two arrow spines at once, and can even shot them.
Arrow Spines (Ex): An archer drachling can shoot up to two arrow spines in a single attack. These spines administer a weak sedative that stuns weaker creatures. A Fortitude save DC 13 negates the stunning, but not the damage dealt by the spine. A shot spine grows back in about 1 week. The spines have a range increment of 15 feet. Like throwing weapons, these spines cannot fly farther than five range increments.
Body Spikes (Ex): Creatures attacking the archer drachling with natural weapons take 1 point of damage each time their attacks hit. Creatures grappling an archer drachling take 1d4 points of damage each time they make a grapple check, and are subject to the stunning sedative, as described above.
Vaulting Drachling
Vaulting drachlings sport bluish scales that cover all of their 3 foot long bodies. They have two powerful sets of hind legs usually used for jumping, but also for raking opponents they vault at.
Combat
A pack of vaulting drachlings usually first determines the potential strength of their prey, especially if they are likely to fight back if not incapacitated by the first assault. They prefer to vault at several opponents, but against stronger enemies, they might assault a single creature together.
Vaulting (Ex): A vaulting drachling can attempt to vault itself against at a creature. In order to do so, it must first succeed at a Jump check against a DC equal to the target’s AC, and then at a vaulting attack. If both rolls are successful, the drachling can rake its opponent.
Rake (Ex): A vaulting drachling that successfully vaulted at a creature can use all six claws and its bite against it’s opponent. While raking, the drachling does not incur the usual -5 penalty to its secondary attacks.
Poison (Ex): Bite, Fortitude save DC 14. Initial damage 1d4 temporary Dexterity, secondary damage 1d6 temporary Dexterity.
Skills: Vaulting drachlings receive a +4 racial bonus to Jump checks.
Fiery Drachling
Fiery drachlings are among the largest of their kind, with a typical length of 5 feet. Due to their red scales, they are sometimes mistaken for young red dragons. Their fiery bodies and breath just add to that resemblance.
Combat
Fiery drachlings prefer to attack their prey with their fiery breath, but if forced into melee, they can stand up on their hind legs and use their four forelegs to great effect.
Breath Weapon (Su): A line of fire, 60 ft. long, 5 feet high and 5 feet wide. Using the breath weapon is a standard action. Any creature within the line takes 2d6 points of fire damage, but can attempt a Reflex save (DC 16) to take half damage. Once the drachling breathes, it cannot breathe again unttil 1d6 rounds later.
Fiery Body (Su): All natural attacks of a fiery drachling deal extra fire damage equal to the base damage of the natural attack (before adding in bonuses from strength, feats, etc).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Drachlings and Classes
Being intelligent, drachlings can take class levels, although they rarely do. The most typical class is Rogue, closely followed by Ranger, due to their focus on stealth. Being close relatives to true dragons, Sorcerers can be found among them more often than any other spellcasting class, with the possible exception of clerics to some draconic deities.
 

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Yes, that's one of the problems I see... it might not be fully unbalancing, but Rogue is certainly among the most efficient classes for them.

I take that your impression is "leave them as they are"?
 




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