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Amber Dragons by Age

Melatuis

Explorer
Below is my take on Amber Dragons by Age group. I thank any and all who have contributed to the True Dragon Conversion thread.

I could use help with the Tactics info, thank you.



NOTES:
1. skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3).
2. All class/racial skills have 1 point per HD plus racial modifier plus ability modifier. I noted how many points the dragon got and how many I used, and how many are left if I did not use them all, so that you can make the dragon your own.
3. Feats - I give all my dragons Improved Initiative, Multiattack, Wingover (if they fly), feel free to change them if you wish. I noted the number of Feats and how many I used if I did not use them all.


AMBER DRAGON

The dragon is sleek and sinuous its scales glistening in the moonlight. The dragon’s scales are reddish brown with darker yellow-green bands along the dragon’s neck, back, and tail. The dragon’s head is thin and long, with two long horns point backwards from its head, and a single long horn on its snout. A sticky red-brown substance drips from the creature’s fangs. The creature spreads its large wings, and then suddenly it fades from view.


AMBER DRAGON, WYRMLING CR 2
[sblock]AMBER DRAGON, WYRMLING CR 2
Always neutral Tiny Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +4, Spot +4
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DEFENSE
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AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)
hp 22 (3d12+3)
Fort +4, Ref +3, Will +3
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 100 ft. (average)
Melee bite +5 (1d5) and
2-claws +3 (1d3)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)
Special Attacks breath weapon (15’ cone of superheated and very sticky sap, fire damage 1d8, and entangled for 1d4 rounds, DC 12 half and not entangled)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +3; Grp -5
Feats Improved Initiative, Multiattack
Skills (36) Climb +4, Diplomacy +3, Jump +4, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (nature) +3, Listen +4, Search +4, Spot +4, Survival +4
Languages Draconic.
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary (one dragon any age); clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 4-5 HD (Tiny) or by class; Favored Class Druid
Level Adjustment +2

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: A wyrmling amber dragon's scales are light brown.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, VERY YOUNG CR 3
[sblock]AMBER DRAGON, VERY YOUNG CR 3
Always neutral Small Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +7, Spot +7
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 16, touch 11, flat-footed 16 (+1 size, +5 natural)
hp 45 (6d12+6);
Fort +6, Ref +5, Will +6
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 100 ft. (average)
Melee bite +8 (1d6+1) and
2-claws +6 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (20’ cone of superheated and very sticky sap, fire damage 2d8, and entangled for 2d4 rounds, DC 14 half and not entangled)
Spell-Like Abilities (CL 2nd):
1/day—Blink
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 10
Base Atk +6; Grp +3
Feats Improved Initiative, Multiattack, Wingover
Skills (63) Climb +8, Diplomacy +6, Jump +8, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, Listen +8, Search +8, Spot +8, Survival +8
Languages Draconic.
SQ blink
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability as the spell once per day for each two age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A young adult or older amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 7-8 HD (Small) or by class; Favored Class Druid
Level Adjustment +4

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes.

Smaller specimens have been known to lair in hollowed out trees.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, YOUNG CR 5
[sblock]AMBER DRAGON, YOUNG CR 5
Always neutral Medium Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +8, Spot +9
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 18, touch 10, flat-footed 18 (+8 natural)
hp 76 (9d12+18)
Fort +8, Ref +6, Will +7
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +11 (1d8+2) and
2-claws +9 (1d6+1) and
2-wings +9 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (30’ cone of superheated and very sticky sap, fire damage 3d8, and entangled for 3d4 rounds, DC 16 half and not entangled)
Spell-Like Abilities (CL 3rd):
1/day—Blink
Sorcerer* Spells Prepared (CL 1st):
1st (cast 4 times) -- Mage Armor, Shield
0(cast 5 times) -- Detect Magic, Mage Hand, Ray of Frost, Resistance
*Can cast druid spells as arcane spells.
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Base Atk +9; Grp +11
Feats (4) Improved Initiative, Multiattack, Wingover
Skills (77) Climb +8, Concentration +1, Diplomacy +8, Jump +7, Knowledge (arcane) +1, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, Listen +8, Search +8, Sense Motive +1, Spot +9, Survival +8
Languages Draconic.
SQ blink
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): This is as the spell cast by a 3rd level sorcerer.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 10-11 HD (Medium) or by class; Favored Class Druid
Level Adjustment +4

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, JUVENILE CR 8
[sblock]AMBER DRAGON, JUVENILE CR 8
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +11, Spot +12
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 20, touch 9, flat-footed 20 (-1 size, +11 natural)
hp 114 (12d12+36)
Fort +11, Ref +8, Will +10
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +15 (2d6+4) and
2-claws +13 (1d8+2) and
2-wings +13 (1d6+2) and
Tail snap +13 (1d8+6)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 4d8, and entangled for 4d4 rounds, DC 19 half and not entangled)
Spell-Like Abilities (CL 4th):
2/day—Blink
Sorcerer* Spells Prepared (CL 3rd):
1st (cast 6 times) — 3 spells known
0(cast 6 times) — 5 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14
Base Atk +12; Grp +20
Feats (5) Improved Initiative, Multiattack, Wingover
Skills (120) Climb +11, Concentration +6, Diplomacy +12, Escape Artist +1, Intimidate +1, Jump +10, Knowledge (arcane) +4, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nature) +10, Listen +11, Search +11, Sense Motive +4, Spellcraft +3, Spot +12, Survival +11, Use Magic Device +1
Languages Draconic +2 additional languages
SQ blink
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories. The range is personal.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 13-14 HD (Large) or by class; Favored Class Druid
Level Adjustment +5

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, YOUNG ADULT CR 10
[sblock]AMBER DRAGON, YOUNG ADULT CR 10
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +12, Spot +14
Aura Frightful Presence DC 19
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 23, touch 9, flat-footed 23 (-1 size, +14 natural)
hp 157 (15d12+60); DR 5/magic
Fort +13, Ref +9, Will +11
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 18
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +19 (2d6+5) and
2-claws +17 (1d8+2) and
2-wings +17 (1d6+2) and
Tail snap +17 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 5d8, and entangled for 5d4 rounds, DC 21 half and not entangled)
Spell-Like Abilities (CL 5th):
2/day—Blink
1/day - Wildshape
Sorcerer Spells Prepared (CL 5th):
2nd (cast 5 times) — 2 spells known
1st (cast 7 times) — 4 spells known
0(cast 6 times) — 6 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 21, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Base Atk +15; Grp +24
Feats (6) Improved Initiative, Multiattack, Wingover
Skills (144 pts used 139) Climb +12, Concentration +9, Diplomacy +14, Escape Artist +2, Intimidate +2, Jump +11, Knowledge (arcane) +5, Knowledge (geography) +11, Knowledge (local) +11, Knowledge (nature) +11, Listen +12, Search +12, Sense Motive +7, Spellcraft +6, Spot +14, Survival +12, Use Magic Device +2
Languages Draconic +2 additional languages
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary (one dragon any age); clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 16-17 HD (Large) or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, ADULT CR 11
[sblock]AMBER DRAGON, ADULT CR 11
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +13, Spot +15
Aura Frightful Presence DC 22
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 26 (-1 size, +17 natural), touch 9, flat-footed 26
hp 189 (18d12+72); DR 5/magic
Fort +15, Ref +11, Will +14
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 19
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +23 (2d6+6) and
2-claws +21 (1d8+3) and
2-wings +21 (1d6+3) and
Tail snap +21 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 6d8, and entangled for 6d4 rounds, DC 23 half and not entangled)
Spell-Like Abilities (CL 7th):
3/day—Blink
2/day - Wildshape
Sorcerer Spells Prepared (CL 7th):
3rd (cast 5 times) – 2 spell known
2nd (cast 7 times) — 2 spells known
1st (cast 7 times) — 4 spells known
0(cast 6 times) — 6 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 23, Dex 10, Con 19, Int 16, Wis 17, Cha 16
Base Atk +18; Grp +28
Feats (7) Improved Initiative, Multiattack, Wingover
Skills (189 pts used 156) Climb +13, Concentration +10 , Diplomacy +15, Escape Artist +3, Intimidate +3, Jump +12, Knowledge (arcane) +6, Knowledge (geography) +12, Knowledge (local) +12, Knowledge (nature) +12, Listen +13, Search +13, Sense Motive +8, Spellcraft +7, Spot +15, Survival +13, Use Magic Device +3
Languages Draconic +3 additional languages
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 19-20 HD (Large); or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes.
Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, MATURE ADULT CR 12
[sblock]AMBER DRAGON, MATURE ADULT CR 12
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +14, Spot +16
Aura Frightful Presence DC 23
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 28, touch 8, flat-footed 28 (-2 size, +20 natural),
hp 241 (21d12+105); DR 10/magic
Fort +17, Ref +12, Will +15
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 20
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +27 (2d8+7) and
2-claws +25 (1d8+3) and
2-wings +25 (2d6+3) and
Tail snap +25 (2d6+9)
or
Crush +25 (2d8+9 Ref DC 25 or be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 7d8, and entangled for 7d4 rounds, DC 25 half and not entangled)
Spell-Like Abilities (CL 9th):
3/day—Blink
3/day - Wildshape
Sorcerer Spells Prepared (CL 9th):
4th (cast 4 times) – 2 spells known
3rd (cast 7 times) – 3 spell known
2nd (cast 7 times) — 4 spells known
1st (cast 7 times) — 5 spells known
0 (cast 6 times) — 8 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +21; Grp +37
Feats (8) Improved Initiative, Multiattack, Wingover
Skills (216 pts used 174) Climb +14, Concentration +11 , Diplomacy +16, Escape Artist +4, Intimidate +4, Jump +13, Knowledge (arcane) +7, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (nature) +13, Listen +14, Search +14, Sense Motive +9, Spellcraft +8, Spot +16, Survival +14, Use Magic Device +4
Languages Draconic +3 additional langurages
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability as the spell once per day for each two age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Crush (Ex): Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 22-23 (Huge); or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, OLD CR 14
[sblock]AMBER DRAGON, OLD CR 14
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +15, Spot +17
Aura Frightful Presence DC 26
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 31 (-2 size, +23 natural), touch 8, flat-footed 31
hp 276 (24d12+120); DR 10/magic
Fort +19, Ref +14, Will +18
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 22
--------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +31 (2d8+7) and
2-claws +29 (1d8+3) and
2-wings +29 (2d6+3) and
Tail snap +29 (2d6+9)
or
Crush +29 (2d8+9 Ref DC 26 or be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 8d8, and entangled for 8d4 rounds, DC 26 half and not entangled)
Spell-Like Abilities (CL 11th):
4/day—Blink
4/day - Wildshape
Sorcerer Spells Prepared (CL 11th):
5th (cast 4 times) - 2 spells known
4th (cast 7 times) – 3 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 7 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18
Base Atk +24; Grp +41
Feats (9) Improved Initiative, Multiattack, Wingover
Skills (270 pts used 191) Climb +15, Concentration +12 , Diplomacy +17, Escape Artist +5, Intimidate +5, Jump +14, Knowledge (arcane) +8, Knowledge (geography) +14, Knowledge (local) +14, Knowledge (nature) +14, Listen +15, Search +15, Sense Motive +10, Spellcraft +9, Spot +17, Survival +15, Use Magic Device +5
Languages Draconic +4 languages
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories. This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 25-26 HD (Huge); or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, VERY OLD CR 16
[sblock]AMBER DRAGON, VERY OLD CR 16
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +18, Spot +20
Aura Frightful Presence DC 27
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 34, touch 8, flat-footed 34 (-2 size, +26 natural)
hp 337 (27d12+162); DR 15/magic
Fort +21, Ref +15, Will +19
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 24
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +35 (2d8+10) and
2-claws +33 (1d8+5) and
2-wings +33 (2d6+5) and
Tail snap +33 (2d6+15)
or
Crush +33 (2d8+15 Ref DC 27 or be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 9d8, and entangled for 9d4 rounds, DC 27 half and not entangled)
Spell-Like Abilities (CL 13th):
4/day—Blink
4/day - Wildshape
Sorcerer Spells Prepared (CL 13th):
6th (cast 4 times) – 2 spells known
5th (cast 6 times) - 3 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 7 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 31, Dex 10, Con 23, Int 18, Wis 18, Cha 19
Base Atk +24; Grp +41
Feats (10) Improved Initiative, Multiattack, Wingover
Skills (300 pts used 242) Climb +18, Concentration +15 , Diplomacy +20, Escape Artist +8, Intimidate +8, Jump +17, Knowledge (arcane) +11, Knowledge (geography) +17, Knowledge (local) +17, Knowledge (nature) +18, Listen +18, Search +18, Sense Motive +13, Spellcraft +12, Spot +20, Survival +18, Use Magic Device +8
Languages Draconic.
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary (one dragon any age); clutch (1d4+1 wyrmling, very young, young, juvenile, or young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 28-29 HD (Huge) or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, ANCIENT CR 18
[sblock]AMBER DRAGON, ANCIENT CR 18
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +21, Spot +23
Aura Frightful Presence DC 30
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 37, touch 8, flat-footed 37 (-2 size, +29 natural)
hp 375 (30d12+180); DR 15/magic
Fort +23, Ref +17, Will +22
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 26
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +39 (2d8+11) and
2-claws +37 (1d8+5) and
2-wings +37 (2d6+5) and
Tail snap +37 (2d6+16)
or
Crush +37 (2d8+16 Ref DC 31 or be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 10d8, and entangled for 9d4 rounds, DC 31 half and not entangled)
Spell-Like Abilities (CL 15th):
5/day—Blink
4/day - Wildshape
Sorcerer Spells Prepared (CL 15th):
7th (cast 4 times) – 2 spells known
6th (cast 6 times) – 3 spells known
5th (cast 7 times) - 4 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 8 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 33, Dex 10, Con 23, Int 20, Wis 21, Cha 20
Base Atk +30; Grp +49
Feats (11) Improved Initiative, Multiattack, Wingover
Skills (363 pts used 303) Climb +21, Concentration +18 , Diplomacy +23, Escape Artist +11, Intimidate +11, Jump +20, Knowledge (arcane) +14, Knowledge (geography) +20, Knowledge (local) +20, Knowledge (nature) +21, Listen +21, Search +21, Sense Motive +16, Spellcraft +15, Spot +23, Survival +21, Use Magic Device +10
Languages Draconic +5 langauges
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 31-32 HD (Huge) or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair in hollowed out trees.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, WYRM CR 19
[sblock]AMBER DRAGON, WYRM CR 19
Always neutral Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27, Spot +27
Aura Frightful Presence DC 31
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 38, touch 6, flat-footed 38 (-4 size, +32 natural)
hp 445 (33d12+231); DR 20/magic
Fort +25, Ref +18, Will +23
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 27
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 200 ft. (clumsy)
Melee bite +41 (4d6+12) and
2-claws +39 (2d8+6) and
2-wings +39 (2d6+6) and
Tail snap +39 (2d8+18) and
Tail Sweep +43 (2d6+18 Ref DC 33 half damage)
or
Crush +39 (4d6+16 Ref DC 33 or be pinned)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60’ cone of superheated and very sticky sap, fire damage 11d8, and entangled for 10d4 rounds, DC 33 half and not entangled)
Spell-Like Abilities (CL 17th):
5/day—Blink
4/day - Wildshape
Sorcerer Spells Prepared (CL 17th):
8th (cast 4 times) – 2 spells known
7th (cast 6 times) – 3 spells known
6th (cast 6 times) – 3 spells known
5th (cast 7 times) - 4 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 8 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20
Base Atk +33; Grp +57
Feats (11) Improved Initiative, Multiattack, Wingover
Skills (396 pts used 337) Climb +24, Concentration +21 , Diplomacy +25, Escape Artist +14, Intimidate +14, Jump +23, Knowledge (arcane) +17, Knowledge (geography) +23, Knowledge (local) +23, Knowledge (nature) +24, Listen +24, Search +24, Sense Motive +19, Spellcraft +18, Spot +27, Survival +24, Use Magic Device +13
Languages Draconic, +5 additional langeuages
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 34-35 HD (Gargantuan) or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

AMBER DRAGON, GREAT WYRM CR 20
[sblock]AMBER DRAGON, GREAT WYRM CR 20
Always neutral Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27, Spot +30
Aura Frightful Presence DC 34
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 41, touch 6, flat-footed 41 (-4 size, +35 natural)
hp 522 (36d12+288); DR 20/magic
Fort +28, Ref +20, Will +26
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 28
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 200 ft. (clumsy)
Melee bite +45 (4d6+13) and
2-claws +43 (2d8+6) and
2-wings +43 (2d6+6) and
Tail snap +43 (2d8+19) and
Tail Sweep +43 (2d6+19 Ref DC 36 half damage)
or
Crush +43 (4d6+19 Ref DC 36 or be pinned)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60’ cone of superheated and very sticky sap, fire damage 12d8, and entangled for 12d4 rounds, DC 36 half and not entangled)
Spell-Like Abilities (CL 19th):
6/day—Blink
4/day - Wildshape
Sorcerer Spells Prepared (CL 19th):
9th (cast 4 times) – 2 spells known
8th (cast 6 times) – 3 spells known
7th (cast 6 times) – 3 spells known
6th (cast 7 times) – 3 spells known
5th (cast 7 times) - 4 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 8 times) — 5 spells known
1st (cast 8 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------

Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Base Atk +36; Grp +61
Feats (12) Improved Initiative, Multiattack, Wingover
Skills (468 pts used 371) Climb +27, Concentration +24 , Diplomacy +28, Escape Artist +17, Intimidate +17, Jump +26, Knowledge (arcane) +20, Knowledge (geography) +26, Knowledge (local) +26, Knowledge (nature) +27, Listen +27, Search +27, Sense Motive +21, Spellcraft +21, Spot +30, Survival +27, Use Magic Device +16
Languages Draconic +6 additional languages
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability as the spell once per day for each two age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A young adult or older amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement great wyrm 37+ HD (Gargantuan) or by class; Favored Class Druid
Level Adjustment --

Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony with nature.

They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional amber dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes.

Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but these are few and fare between.

Typical Physical Characteristics: Great Wyrm Amber dragon's scales are the red-brown hue of dark amber with dark yellow-green bands on it's back.

1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
From CC Homebrews[/sblock]

ADVANCED AMBER DRAGONS, DRUID

REBMA CR 4
Female Amber Dragon, Advanced Wyrmling, Druid 1

[sblock]REBMA CR 4
Female Amber Dragon, Advanced Wyrmling, Druid 1

Neutral Tiny Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +6, Spot +9
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC
14, touch 12, flat-footed 14 (+2 size, +2 natural)
hp 48 (5d12+5 + 1d8+1)
Fort +7, Ref +4, Will +6
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd
40 ft. (8 squares), fly 100 ft. (average)
Melee bite +7 (1d6) and
2-claws +5 (1d3)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)
Special Attacks breath weapon (15’ cone of superheated and very sticky sap, fire damage 1d8, and entangled for 1d4 rounds, DC 14 half and not entangled)
Druid Spells Prepared (CL 1st)
1st -- Entangle
0 -- Cure Minor Wounds, Detect Magic, Know Direction
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use dead wood for fires etc.). She will use her animal companion to spy. She will plan attacks against orces and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her breath weapon to gain the upper hand. If the foe is to strong for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str
11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +5; Grp -3
Feats Improved Init., Multiattack, Wingover
Skills Balance* +0, Bluff +0, Climb* +0, Concentration +9, Diplomacy +2, Disguise +0, Escape Artist* +1, Escape Artist* (Rope bonds) +1, Gather Information +0, Handle Animal +0, Heal +0, Hide +0, Intimidate +1, Jump* +0, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (nature) +7, Listen +6, Move Silently* +0, Profession (herbalist) +0, Search +6, Search (secret doors ect) +6, Sense Motive +3, Spellcraft +1, Spot +9, Survival +5, Survival (aboveground) +7, Survival (tracking aboveground) +7, Survival (aboveground avoid getting lost, hazards) +7, Survival (underground) +5, Survival (underground avoid getting lost, hazards) +5, Survival (tracking) +5, Swim* +0, Use Magic Device +1
Languages Draconic, Druidic.
SQ Animal companion, nature sense, wild empathy
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +3; Senses low-light vision; Listen +2, Spot +14; AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural); hp 4 (1 HD); Fort +2, Ref +5, Will +2; Spd 10 ft., fly 60 ft. (average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +0; Grp −10; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Feats Weapon Finesse; Skills Listen +2, Spot +14; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment
Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
Environment: Rebma dwells in a hollowed out old oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 2 1/2 feet long, with light brown-reddish scales, a thin, long head with two long horns pointing back, and a single horn on her snout.[/sblock]


REBMA CR 6
Female Amber Dragon, Advanced Very Young, Druid 2

[sblock]REBMA CR 6
Female Amber Dragon, Advanced Very Young, Druid 2

N Small Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +7, Spot +13
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC
16, touch 11, flat-footed 16 (+1 size, +5 natural)
hp 77 (8d12+8 + 2d8+2)
Fort +10, Ref +6, Will +10
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd
40 ft. (8 squares), fly 100 ft. (average)
Melee bite +11 (1d6+1) and
2-claws +9 (1d4)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks breath weapon (20’ cone of superheated and very sticky sap, fire damage 2d8, and entangled for 2d4 rounds, DC 14 half and not entangled)
Druid Spells Prepared (CL 2nd)
1st -- Cure Light Wounds, Entangle, Speak with Animals
0 -- Cure Minor Wounds, Detect Magic, Guidance, Know Direction
Spell-Like Abilities (CL 2nd):
1/day -- Blink
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use dead wood for fires etc.). She will use her animal companion to spy. She will plan attacks against orces and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str
13, Dex 10, Con 13, Int 12, Wis 13, Cha 10
Base Atk +9; Grp +6
Feats Flyby Attack, Improved Initiative, Multiattack, Wingover
Skills Bluff +1, Climb* +1, Concentration +13, Diplomacy +6, Escape Artist* +2, Gather Information +1, Handle Animal +2, Intimidate +3, Jump* +1, Knowledge (geography) +4, Knowledge (local) +4, Knowledge (nature) +12, Knowledge (religion) +4, Listen +7, Profession (herbalist) +2, Search +8, Sense Motive +4, Spellcraft +3, Spot +13, Survival +6, Survival (aboveground) +8, Survival (tracking aboveground) +8, Survival (aboveground avoid getting lost, hazards) +8, Survival (underground) +6, Swim* +1,
Languages Draconic. Druidic, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su):
The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 2d4 rounds. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible –or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +3; Senses low-light vision; Listen +2, Spot +14; AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural); hp 4 (1 HD); Fort +2, Ref +5, Will +2; Spd 10 ft., fly 60 ft. (average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +0; Grp −10; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Feats Weapon Finesse; Skills Listen +2, Spot +14; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment
Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs. She will make compacts with any non-evil neutral and any good aligned creatures for defense of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large hollowed out old oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 4 feet long, with light reddish-brown scales, a thin, long head with two long backward pointing horns, and a single horn on her snout.[/sblock]


REBMA CR 8
Amber Dragon, Advanced Young, Druid 3

[sblock]REBMA CR 8
Amber Dragon, Advanced Young, Druid 3

N Medium Advanced Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +8, Spot +17
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC
18, touch 10, flat-footed 18 (+8 natural)
hp 118 (11d12+22 + 3d8+6 HD)
Fort +12, Ref +8, Will +10
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd
40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +15 (1d8+2) and
2-claws +13 (1d6+1) and
2-wings +13 (1d4+1)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks breath weapon (30’ cone of superheated and very sticky sap, fire damage 3d8, and entangled for 3d4 rounds, DC 16 half and not entangled)
Druid Spells Prepared (CL 3rd)
2nd -- Summon Swarm
1st -- Cure Light Wounds, Entangle, Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction
Spell-Like Abilities (CL 3rd):
1/day — Blink
Sorcerer* Spells Prepared (CL 1st):
1st (cast 4 times) — Endure Elements, Mage Armor
0(cast 5 times) — Detect Magic, Ghost Sound, Read Magic, Resistance
*Can cast druid spells as arcane spells.
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use dead wood for fires etc.). She will use her animal companion to spy. She will plan attacks against orces and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str
15, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Base Atk +13; Grp +15
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting
Skills Bluff +1, Climb* +2, Concentration +15, Diplomacy +10, Escape Artist* +2, Gather Information +3, Hide +0, Intimidate +6, Jump* +2, Knowledge (geography) +4, Knowledge (local) +7, Knowledge (nature) +16, Knowledge (religion) +4, Listen +8, Profession (herbalist) +4, Search +8, Sense Motive +4, Spot +17, Survival +9, Survival (aboveground) +11, Survival (tracking aboveground) +11, Survival (aboveground avoid getting lost, hazards) +11, Survival (underground) +9
Languages Draconic. Druidic, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su):
The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 3d4 rounds. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible –or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +3, Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref +7, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +2; Grp −8; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon Finesse; Skills Listen +3, Spot +15; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment
Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs. She will make compacts with any non-evil neutral and any good aligned creatures for defense of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 8 ft. long, with light reddish-brown scales, a thin, long head with two long backward pointing horns, and a single horn on her snout.[/sblock]

REBMA CR 13
Amber Dragon, Advanced Juvenile, Druid 4

[sblock]REBMA CR 13
Amber Dragon, Advanced Juvenile, Druid 4

N Large Advanced Amber Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +12, Spot +22
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC
20, touch 9, flat-footed 20 (-1 size, +11 natural)
hp 169 (14d12+42, +4d8+12 HD)
Fort +17, Ref +12, Will +14; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd
40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +20 (2d6+4) and
2-claws +20 (1d8+2) and
2-wings +20 (1d6+2) and
Tail snap +20 (1d8+6)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 4d8, and entangled for 4d4 rounds, DC 19 half and not entangled)
Druid Spells Prepared (CL 4th)
2nd -- Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify Food and Drink
Spell-Like Abilities (CL 4th):
2/day — Blink
Sorcerer* Spells Prepared (CL 3rd):
1st (cast 6 times) — Endure Elements, Mage Armor, Ray of Enfeeblement
0(cast 6 times) — Detect Magic, Ghost Sound, Mage Hand, Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use dead wood for fires etc.). She will use her animal companion and followers to spy. She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str
19, Dex 10, Con 17, Int 14, Wis 16, Cha 14
Base Atk +17; Grp +25
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership (Cohort: Grig; Follwers: 6-1st Lvl Elves/Gnomes/Halflings), Improved Multiattack
Skills Bluff +2, Climb* +4, Concentration +21, Diplomacy +14, Escape Artist* +3, Gather Information +4, Handle Animal +3, Hide +0, Intimidate +8, Jump* +4, Knowledge (arcana) +7, Knowledge (geography) +4, Knowledge (local) +7, Knowledge (nature) +17, Knowledge (religion) +7, Listen +12, Profession (herbalist) +4, Search +12, Sense Motive +7, Spellcraft +8, Spot +22, Survival +12, Survival (aboveground) +14, Survival (tracking aboveground) +14, Survival (aboveground avoid getting lost, hazards) +14, Survival (underground) +12, Swim* +6.
Languages Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su):
The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 4d4 rounds. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible –or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +3, Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref +7, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +2; Grp −8; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon Finesse; Skills Listen +3, Spot +15; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs. She will make compacts with any non-evil neutral and any good aligned creatures for defense of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 10 ft. long, with reddish-brown scales, a thin, long head with two long backward pointing horns, and a single horn on her snout.[/sblock]


REBMA CR 15
Female Amber Dragon, Advanced Young Adult, Druid 5

[sblock]REBMA CR 15
Female Amber Dragon, Advanced Young Adult, Druid 5

True Dragon Druid 5
N Large Advanced Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +15, Spot +24
Aura Frightful Presence (150 ft. Radius) DC 19
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------

AC 23, touch 9, flat-footed 23 (-1 size, +14 natural)
hp 226 (17d12+68, +5d8+20 HD); DR 5/magic
Fort +18, Ref +11, Will +17; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune
fire, sleep and paralysis effects, resistant to poison
SR 18
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd
40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +24 (2d6+5) and
2-claws +24 (1d8+2) and
2-wings +24 (1d6+2) and
Tail snap +24 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 5d8, and entangled for 5d4 rounds, DC 21 half and not entangled)
Druid Spells Prepared (CL 5th)
3rd -- Speak with Plants, Spike Growth
2nd -- Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify Food and Drink
Spell-Like Abilities (CL 5th):
2/day— Blink
2/day - Wildshape (tiny or huge animal)
Sorcerer Spells Prepared (CL 5th):
2nd (cast 5 times) — Melt's Acid Arrow, See Invisibility
1st (cast 7 times) — Comprehend Languages, Endure Elements, Mage Armor, Ray of Enfeeblement
0(cast 6 times) — Detect Magic, Flare, Ghost Sound, Mage Hand, Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use dead wood for fires etc.). She will use her animal companion and followers to spy. She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str
21, Dex 10, Con 19, Int 14, Wis 16, Cha 14
Base Atk +20; Grp +29
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership (Cohort: Grig; Follwers: 8-1st Lvl Elves, Gnomes or Halflings), Natural Spell, Improved Multiattack
Skills Bluff +2, Climb* +6, Concentration +25, Diplomacy +18, Escape Artist* +4, Gather Information +4, Handle Animal +4, Heal +4, Hide +0, Intimidate +9, Jump* +6, Knowledge (arcana) +9, Knowledge geography) +6, Knowledge (history) +7, Knowledge (local) +9, Knowledge (nature) +23, Knowledge (religion) +8, Listen +15, Profession (herbalist) +6, Search +13, Sense Motive +9, Spellcraft +10, Spot +24, Survival +15, Survival (aboveground) +17, Survival (tracking aboveground) +17, Survival (aboveground avoid getting lost, hazards) +17, Survival (underground) +15, Swim* +7, Use Magic Device +8
Languages Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su):
The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 4d4 rounds. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible –or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +3, Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref +7, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +2; Grp −8; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon Finesse; Skills Listen +3, Spot +15; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs. She will make compacts with any non-evil neutral and any good aligned creatures for defense of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 13 ft. long, with light amber scales, a thin, long head with two long backward pointing horns, and a single horn on her snout.[/sblock]


REBMA CR 17
Female Amber Dragon, Advanced Adult, Druid 6

[sblock]REBMA CR 17
Female Amber Dragon, Advanced Adult, Druid 6

N Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +18, Spot +28
Aura Frightful Presence DC 22
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC
26 (-1 size, +17 natural), touch 9, flat-footed 26
hp 267 (20d12+80,+6d8+24 HD); DR 5/magic
Fort +21, Ref +14, Will +21; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 19
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +29 (2d6+6) and
2-claws +29 (1d8+3) and
2-wings +29 (1d6+3) and
Tail snap +29 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 6d8, and entangled for 6d4 rounds, DC 25 half and not entangled)
Druid Spells Prepared (CL 6th)
3rd -- Cure Moderate Wounds, Speak with Plants, Spike Growth
2nd -- Fog Cloud, Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify Food and Drink
Spell-Like Abilities (CL 7th):
3/day — Blink
4/day - Wildshape
Sorcerer Spells Prepared (CL 7th):
3rd (cast 5 times) – Lighting Bolt, Non-detection
2nd (cast 7 times) — Melt's Acid Arrow, See Invisibility
1st (cast 7 times) — Comprehend Languages, Endure Elements, Mage Armor, Ray of Enfeeblement
0(cast 6 times) — Detect Magic, Flare, Ghost Sound, Mage Hand, Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
Rebma will watch all intruders of her forest to see if they are forest friendly (i.e. Use dead wood for fires etc.). She will use her animal companion, cohort, followers, and her wildshape ability to spy. She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str
23, Dex 10, Con 19, Int 16, Wis 18, Cha 16
Base Atk +24; Grp +34
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership (11th lvl (CR 9 Thorn), 25-1st lvl, 2 -2nd lvl, 1-3rd lvl), Natural Spell, Improved Multiattack, Ability Focus (Breath Weapon)
Skills Bluff +3, Climb +8, Concentration +27, Diplomacy +22, Escape Artist +6, Gather Information +5, Handle Animal +5, Heal +5, Hide +0, Intimidate +11, Jump* +7, Knowledge (arcana) +12, Knowledge geography) +8, Knowledge (history) +9, Knowledge (local) +11, Knowledge (nature) +26, Listen +18, Profession (herbalist) +7, Search +15, Sense Motive +11, Spellcraft +14, Spot +28, Survival +19, Survival (aboveground) +21, Survival (tracking aboveground) +21, Survival (aboveground avoid getting lost, hazards) +23, Survival (underground) +19, Swim +9, Use Magic Device +11
Languages Common, Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su):
The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible –or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +4, Spot +16; AC 22, touch 16, flat-footed 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref +8, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +3; Grp −8; Str 8, Dex 19, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon Finesse; Skills Listen +4, Spot +16; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------

Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs. She will make compacts with any non-evil neutral and any good aligned creatures for defense of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 16 ft. long, with amber scales, a thin, long head with two long backward pointing horns, and a single horn on her snout.[/sblock]

REBMA CR 20
Female Amber Dragon, Advanced Mature Adult, Druid 8

[sblock]REBMA CR 20
Female Amber Dragon, Advanced Mature Adult, Druid 8

N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +23, Spot +33
Aura Frightful Presence DC 23
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC
28, touch 8, flat-footed 28 (-2 size, +20 natural),
hp 346 (23d12+115 + 8d8+40 HD); DR 10/magic
Fort +24, Ref +15, Will +23; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 20
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd
40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +35 (2d8+7) and
2-claws +35 (1d8+3) and
2-wings +35 (2d6+3) and
Tail snap +35 (2d6+9)
or
Crush +25 (2d8+9 Ref DC 25 or be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 7d8, and entangled for 7d4 rounds, DC 27 half and not entangled)
Druid Spells Prepared (CL 8th)
4th -- Dispel Magic, Flame Strike, Scrying
3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike Growth
2nd -- Fog Cloud, Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle (x2), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink
Spell-Like Abilities (CL 9th):
3/day — Blink
6/day - Wildshape
Sorcerer Spells Prepared (CL 9th):
4th (cast 4 times) – Fire Shield, Stoneskin M
3rd (cast 5 times) – Lighting Bolt, Non-detection, Stinking Cloud
2nd (cast 7 times) — Blur, Melt's Acid Arrow, Protection from Arrows, See Invisibility
1st (cast 7 times) — Color Spray, Comprehend Languages, Endure Elements, Mage Armor, Ray of Enfeeblement
0(cast 6 times) — Detect Magic, Flare, Ghost Sound, Mage Hand , Mending, Prestidigitation, Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

Before Combat Rebma will watch all intruders of her forest to see if they are forest friendly (i.e. Use dead wood for fires etc.). She will use her animal companion, cohort, followers, and her wildshape ability to spy. She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str
27, Dex 10, Con 21, Int 16, Wis 19, Cha 16
Base Atk +29; Grp +45
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership (Cohort 14th (12th Level Thron), Followers 50-1st lvl, 5-2nd lvl, 3-3rd lvl, 2-4th lvl, 1-5th lvl), Natural Spell, Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack,
Skills Bluff +3, Climb +10, Concentration +30, Diplomacy +26, Escape Artist +7, Gather Information +5, Handle Animal +5, Heal +5, Hide +0, Intimidate +12, Jump* +9, Knowledge (arcana) +14, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +30, Knowledge (religion) +13, Listen +23, Profession (herbalist) +7, Search +16, Spellcraft +17, Spot +33, Survival +22, Survival (aboveground) +24, Survival (tracking aboveground) +24, Survival (aboveground avoid getting lost, hazards) +26, Survival (underground) +22, Swim +13, Use Magic Device +12
Languages Common, Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape
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SPECIAL ABILITIES
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Breath Weapon (Su):
The amber dragon has one type of breath weapon, a cone of superheated and very sticky sap that deals fire damage, those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible –or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 3 + Amber Dragon 3) A amber dragon can wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +4, Spot +16; AC 22, touch 16, flat-footed 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref +8, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +3; Grp −8; Str 8, Dex 19, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon Finesse; Skills Listen +4, Spot +16; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
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ECOLOGY
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Environment
Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs. She will make compacts with any non-evil neutral and any good aligned creatures for defense of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 20 ft. long. Her scales are amber colored with light yellow-green bands, her head is long and thin with two long backward pointing horns, and a single horn on her snout.[/sblock]
 
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Melatuis

Explorer
I have made some editoral changes. I am working on advanced dragon (max HD per age group) with one druid lvl per age group. A great wyrm will be a druid lvl 12.

Request input.

Thank you
 

Studio69

Banned
Banned
Good cripe. Thats a lot of info for one post. Might I suggest using the sblock function for each age category?

<sblock=AMBER DRAGON, WYRMLING CR 2>
info</sblock>

Replace the < & > with [ & ] appropriately.
 

Melatuis

Explorer
Good cripe. Thats a lot of info for one post. Might I suggest using the sblock function for each age category?

<sblock=AMBER DRAGON, WYRMLING CR 2>
info</sblock>

Replace the < & > with [ & ] appropriately.



Thanks for the input. I have a problem, I do not know how to use the above info.

Do I insert the sblock line above were I want a break? above and below? ???

I do not find and < & >, am I missing some thing?

Thans again.
 

freyar

Extradimensional Explorer
Thanks for the input. I have a problem, I do not know how to use the above info.

Do I insert the sblock line above were I want a break? above and below? ???

I do not find and < & >, am I missing some thing?

Thans again.
He means to right sblock and /sblock surrounded by square brackets [ ]. This creates spoiler block around text, as follows:

[sblock]This is a spoiler block.[/sblock]

Try quoting this message to see what I mean.
 


Melatuis

Explorer
I have posted the advance amber dragons by age with druid lvls. They are further down the orginal amber dragons by age post. I gave her 1 druid lvl every age catagory untill she reached Mature Adult then I gave her a druid lvl every 100 yrs., which means that the druid lvls go up by 2 from there on.

I hope you enjoy.

Check out my Dragons thread for further dragons by age.

Thank you
 
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demiurge1138

Inventor of Super-Toast
Wow. You've obviously put a lot of effort into this conversion. But I've noticed a lot has been left blank--the before combat and morale sections of the tactical information jump out, as do the spells known of the higher level and advanced dragons. I know that leaving the spell list blank lets the DM pick his own, but for instant utility, having a spell list established is much more helpful. Was this omission intentional, or did you just run out of time and energy to add spell lists to already huge stat-blocks?

As for before combat, there's not much the little ones can do other than remain alert, but the before combat section can help give some idea as to their tactics and mindset. Do they go looking for trouble, or do they only fight if attacked? Do they approach from the ground or from the air? For the older dragons, before combat information can include their breakfast spells (hr/level buffs like mage armor) and what spells they cast on themselves if expecting a fight.

Morale is pretty simple--do amber dragons fight to the death? Do they retreat tactically? Are they cowardly and retreat when down to only half hps? That sort of thing.
 

Melatuis

Explorer
demiurge1138 - this just the kind of input I was looking for. Thank You

I will work on the spell list and over all out look or Rebma,

Thank You again.
 


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