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Cult of the Dragon

freyar

Extradimensional Explorer
Following are conversions for the monsters found in the 2e sourcebook Cult of the Dragon which have not been converted to 3.5 elsewhere on the web. When this is done, I'll also make a PDF of these and related templated monsters. Please comment at the bottom! (I'm reserving space with some blank posts for now....
 

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Mantidrake

Mantidrake
Huge Dragon
Hit Dice: 10d12+70 (135 hp)
Initiative: +1
Speed: 30 ft (6 squares), fly 60 ft (clumsy)
Armor Class: see table
Base Attack/Grapple: +10/+27
Attack: Claw +20 melee (1d8+12) or 6 spikes +11 ranged (1d8+6/19-20)
Full Attack: 2 claws +20 melee (1d8+12) and bite +18 melee (2d6+6); or 6 spikes +11 ranged (1d8+6/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Spikes, Breath Weapon (see table)
Special Qualities: Darkvision 120 ft., low-light vision, scent, immunity to sleep, paralysis effects, and energy (see table)
Saves: Fort +14, Ref +8, Will +9
Abilities: Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 11
Skills: Hide -7, Listen +15, Spot +19, Survival +15, Intimidate +13
Feats: Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes), Snatch
Environment:
Organization: Solitary
Challenge Rating: see table
Treasure: None
Alignment: Always lawful or chaotic evil (see table)
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

Combat:

Spikes (Ex): A mantidrake can release a volley of spikes as a standard action, attacking up to 6 targets within 30ft of each other. The attack has a range of 180ft with no range increments. A half-dragon manticore can release up to twenty-four spikes in a given day.

Breath Weapon (Su): A mantidrake has the same breath weapon as a young dragon of the same variety (see the table below), usable every 1d4 rounds (up to 4 times per day). A successful DC22 Reflex save (DC 10 + 1/2 racial HD + Con modifier) reduces damage by half.

Skills: A mantidrake has a +4 racial bonus on Spot checks.

Sample Encounters:

Mantidrakes are most commonly encountered as protectors of wizards' lairs, and they may therefore be found in combination with many other types of monsters or constructs. Wild mantidrakes are almost always encountered alone, especially since they will only rarely tolerate other predators in their territories.

Individual (EL 9-10):
A solitary mantidrake is terrorizing a large area, devouring not just animals but humanoids, as well. This mantidrake might be feral, recently escaped from its creator, or it could be serving as a distraction for the mage's other schemes.

EL 10: A red mantidrake has tracked the party to its resting spot for the night. It flies in, showering the party with spikes and then closes for melee with the strongest fighter. If it reaches half its hit points, it takes to the air again, attacking with spikes and breath
weapon before returning to melee.

Guardian (EL 10-16): A wizard with an extensive hideout guards her laboratory with a mantidrake and one or two constructs.

EL 12: The wizard Shellantha keeps her laboratory, loaded with valuable equipment, and a modest library of spellbooks, scrolls, and historical tomes under a marsh, accessible by a teleportation circle from her residence. The entrance chamber to this lair is inhabited by a foul-tempered, ill-fed black mantidrake and an iron golem (whose orders include keeping the mantidrake out of the lab). Both will attack any intruder mercilessly, the mantidrake especially because he is ravenous.

Ecology and Society:

Mantidrakes are not naturally occuring creatures; the usual result of a dragon-manticore pairing is a half-dragon manticore, which are typically smaller and weaker than mantidrakes. Mantidrakes are bred with magical assistance to form a more draconic hybrid, with more uses of the breath weapon. Since mages usually intend to keep mantidrakes as servants, they breed for low intelligence. These captive mantidrakes (not tamed, however), often serve to protect some area of the mage's or organization's hideout or act as a distraction from whatever the mage may be trying to accomplish.

Wild mantidrakes, those that escape their creators and captors, are usually solitary brutes, requiring vast territories to hunt, at least 25 square miles. Mantidrakes favor the flesh of intelligent creatures, especially humans, though they will eat anything to survive. They are vicious predators and unlikely to form a relationship with any other creature, unless that partnership will bring them more food or treasure.

Mantidrakes favor the same climates as manticores, and they mate for life, like manticores. The offspring of a mantidrake and a manticore is a half-dragon manticore of the same variety as the mantidrake, and the pairing of a mantidrake with a half-dragon manticore or another mantidrake results in a mantidrake, with a 50% chance of the variety of either parent. The rare mating of a dragon and a mantidrake produces a mantidrake (60%), a half-dragon mantidrake (30%), or a dragon (10%), always of the same variety as the dragon parent.

Captive mantidrakes can be trained, provided that they are reared from birth. Usually, this requires separation from the parents and does not require a Handle Animal check (unless some special task is the purpose). Using a reared mantidrake as a mount requires special training, however, requiring 6 weeks of work and a DC25 Handle Animal check.

The supple hide of a mantidrake can be used in much the same way as dragonhide for the purpose of crafting armor, and it can be sold for the same price as dragonhide.

Alignment: A mantidrake has the alignment of its dragon parent (see table below).

Treasure: Wild mantidrakes keep double standard treasure in their lairs, having inherited the draconic love of treasure of all types. On the other hand, those kept by mages or arcane organizations typically have no treasure of their own; however, they do often guard many valuable magic items.


Alignment, AC, Energy Immunity, CR by variety
Code:
Dragon    AL     AC                                 Immunity     CR
Black     CE     19                                 Acid         9
                 (-2 size, +1 dex, +10 natural)
                 touch 9, flat-footed 18
Blue      LE     20                                 Electricity  10
                 (-2 size, +1 dex, +11 natural)
                 touch 9, flat-footed 19
Green     LE     20                                 Acid         10
                 (-2 size, +1 dex, +11 natural)
                 touch 9, flat-footed 19
Red       CE     23                                 Fire         10
                 (-2 size, +1 dex, +14 natural)
                 touch 9, flat-footed 22
White     CE     19                                 Cold         9
                 (-2 size, +1 dex, +10 natural)
                 touch 9, flat-footed 18

Breath Weapon by variety
Code:
Dragon    Weapon                                Damage
Black     60ft line of acid                     6d4
Blue      60ft line of lightning                6d8
Green     30ft cone of corrosive (acid) gas     6d6
Red       40ft cone of fire                     6d10
White     30ft cone of cold                     3d6

Lore
A knowledge(arcana) check reveals
Code:
DC     Result
20     This rare creature is a mantidrake.  Reveals dragon traits and spike attack.
25     Mantidrakes can use their breath weapon 4 times a day. Reveals type of breath 
       weapon.
30     Mantidrakes are bred from dragons and manticores with magical assistance.
       Usually they are kept as servants for a spellcaster or arcane organization.
35     This level of success reveals organizations or spellcasters who might make use of 
       a mantidrake.

As an alternative, the new style stat block, just substitute in at the top:

MANTIDRAKE CR VARIABLE (SEE TABLE)
Always LE or CE Huge Dragon
Init +1; Senses
Darkvision 120ft, Low-light Vision, Scent, Listen +10, Spot +14
Languages Common or Draconic
AC see table
HP 135 (10d12+70)
Immune sleep, paralysis effects, energy (see table)
Fort +14 Ref +8 Will +9
Speed 30ft (6sq), Fly 60ft (clumsy, 12sq)
Melee 2 Claws +20 (1d8+12) and Bite +18 (2d6+6), or
Ranged 6 Spikes +11 (1d8+6/19-20)
Space 15ft; Reach 10ft
Base Atk +10; Grapple +27
Atk Options Flyby Attack
Special Actions} Breath Weapon (see table)
Abilities Str 28 Dex 15 Con 21 Int 9 Wis 12 Cha 11
Feats Flyby Attack, Multiattack, TrackB, Weapon Focus (Spikes), Snatch
Skills Hide -7, Listen +15, Spot +19, Survival +15, Intimidate +13
Advancement 11-20 HD (Huge); 21-30 HD (Gargantuan)
 
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Dracimera

Dracimera
Large Dragon
Hit Dice: 12d12+72 (150 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (poor)
Armor Class: see table
Base Attack/Grapple: +12/+24
Attack: Bite +20 melee (2d6+8)
Full Attack: Bite +20 melee (2d6+8) and bite +20 melee (1d8+8) and gore +20 melee (1d8+8) and 2 claws +18 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon (see table)
Special Qualities: Darkvision 120 ft., low-light vision, scent, immunity to sleep, paralysis, and energy (see table)
Saves: Fort +14, Ref +10, Will +11
Abilities: Str 27, Dex 14, Con 23, Int 7, Wis 13, Cha 12
Skills: Hide +13*, Listen +18, Spot +18, Intimidate +16
Feats: Alertness, Hover, Iron Will, Multiattack, Power Attack
Environment: Temperate hills
Organization: Solitary
Challenge Rating: see table
Treasure: None or Double Standard
Alignment: Always LE or CE (see table)
Advancement: 12-18 HD (Large); 19-29 HD (Huge); 30-36 HD (Gargantuan)
Level Adjustment: -

This strange beast seems pieced together from several monsters. It has goat's hooves, lion's claws, reptilian wings, and three heads --- a demonic goat's head and two dragon heads, one surrounded by a lion's mane. Scales glisten under its feline fur as it prepares to pounce.

The dracimera originated as a hybrid of evil dragons and chimerae, but magical assistance and selective breeding have created a self-perpetuating race. While they have the general external physical characteristics of chimerae, their internal anatomy is considerably more draconic than even a half-dragon chimera. As a result, dracimerae have only a single dragon variety.

Combat
Due to their great melee prowess, dracimerae relish the thrill of direct confrontation. However, they are certainly aware of their surroundings and are more than happy to use their breath weapon, which can be devastating at range. Usually they are fairly generous with the use of their greater breath weapon due to the high frequency at which they can use it.

Breath Weapon (Su): The breath weapon of a dracimera is the same as that of a young dragon of the same variety and can be used every 1d4 rounds. In addition, 6 times a day, a dracimera may make its breath weapon more potent. This greater breath weapon is the same as the breath weapon of a juvenile dragon of the same variety. See the table above. A successful DC22 Reflex save (DC 10 + 1/2 racial HD + Con modifier) reduces damage by half.

Skills: Dracimerae have a +2 racial bonus to Spot and Listen checks due to their three heads. Also, dracimerae receive a +4 racial bonus on Hide checks in areas of scrubland or brush.

Breath Weapon by variety (greater breath weapon values in parentheses)
Code:
Dragon    Weapon                                   Damage
Black     60ft line of acid                        6d4(8d4)
Blue      60ft (80ft) line of lightning            6d8(8d8)
Green     30ft (40ft) cone of corrosive (acid) gas 6d6(8d6)
Red       40ft cone of fire                        6d10(8d10)
White     30ft cone of cold                        3d6(4d6)

Alignment, AC, Energy Immunity, CR by variety
Code:
Dragon    AL     AC                                 Immunity     CR
Black     CE     19                                 Acid         13
                 (-1 size, +2 dex, +8 natural)
                 touch 11, flat-footed 17
Blue      LE     20                                 Electricity  14
                 (-1 size, +2 dex, +9 natural)
                 touch 11, flat-footed 18
Green     LE     20                                 Acid         14
                 (-1 size, +2 dex, +9 natural)
                 touch 11, flat-footed 18
Red       CE     23                                 Fire         14
                 (-1 size, +2 dex, +12 natural)
                 touch 11, flat-footed 21
White     CE     19                                 Cold         13
                 (-1 size, +2 dex, +8 natural)
                 touch 11, flat-footed 17

Sample Encounters
Wild dracimerae are usually solitary creatures, much like many dragons, but they can be found in family units when there are young to be raised. Many dracimerae are raised in captivity, however, and they can be found with a great variety of other monsters.

Individual (EL 13-14): Like dragons, wild dracimerae spend much time in their lairs and scouting their territories, even if they aren't hunting most of the time.

EL 14: A mining operation has recently set up shop on a shrubby mountainside. Unbeknownst to the miners, a green dracimera lives in a nearby grove of trees. One by one, the miners are disappearing, but they don't know why.

Attack Party (EL 13-20): Captive, or domesticated (not really tame, though), dracimerae are often forced to work with other creatures in the service of their masters. These attack parties can become quite dangerous.

EL 18: A cabal of aboleths near the surface world have decided to exact tribute from a small city near their settlement. They send two black dracimera along with 10 chuul (advanced to 23 HD each) and roughly a dozen skum to cow the town council into submission.

Ecology and Society
The dracimera originated as a hybrid of a dragon and a chimera, which can rarely occur naturally but was also developed over the years through selective breeding of half-dragon chimerae and magical manipulation. Due to the semi-draconic nature of chimerae, the dracimera hybrid worked extremely successfully, eventually resulting in a new species that breeds true. The internal anatomy of the dracimera resembles that of an adolescent dragon, which accounts for the power of the breath weapon compared to other dragon hybrids. Since dracimerae are a bred species, they come in all varieties (a somewhat higher percentage are blue and red than the other varieties, due to their combat power), and they are commonly servitor animals for cults and other organizations. Over the years, though, dracimerae have slowly escaped their bondage, leading to a small but self-sustaining wild population.

Captive or "domestic'' dracimerae can be found in all environments, depending on where their "owners'' or captors want them to live. They usually serve as guards, but they also commonly appear as heavy hitters in raids against difficult opponents. Depending on the particulars, dracimerae may work with other creatures; their natural tendency to devour or
even just to maim the other monsters (or each other!) is suppressed by their fear of their masters. It is certainly a wise idea for the master of a dracimera to keep up the intimidation of its charges! Domestic dracimerae typically have no treasure of their own. It is also possible that a domestic dracimera will speak Common (or its master's language) in addition
to or instead of Draconic.

Wild dracimerae, regardless of their variety, gravitate toward the same temperate and warm hills that their chimera relatives inhabit. They are particularly fond of brushland, as it provides many opportunities for ambushes. Like many dragons, dracimerae live solitary lives, meeting only to mate and raise young. At other times, they patrol their territories, flying up to 200 miles per day round trip (and still managing to sleep in their lairs). When hunting, a dracimera picks about an eighth of its territory (approximately 25 square miles) to hunt each day, usually lying in wait for some hapless victim. Due to the dracimera's love of treasure, merchant caravans and the like are favored targets, but reports of dracimerae are nonetheless rare due to their scarcity. A dracimera is exclusively carnivorous, but they do not need to eat often due to their reptilian anatomy.

Dracimera matings almost always result in a single offspring, which matures over a few years. Because they have become their own species, dracimerae are not cross-fertile with chimerae or half-dragon chimerae (although about 1% of all chimera-dragon pairings result in a dracimera rather than a half-dragon when both parents are the same dragon variety).

Alignment: A dracimera always has the alignment of its dragon variety (see table).

Treasure: Captive dracimerae have no treasure of their own, but wild dracimerae have the typically draconic fondness for treasure. They keep double standard treasure. A surprising number of the articles found in a dracimera lair are of giant-make, a testament to the power of the dracimera.

Lore
A Knowledge (Arcana) check reveals
Code:
DC  Result
23  This rare creature is a dracimera.  Reveals dragon traits.
28  Dracimerae have a potent breath weapon, which they can enhance several times
    per day.  Reveals type of breath weapon.
33  Dracimerae are a successful hybrid of dragons and chimerae, which can breed 
    independently. Usually they are kept as servants for a powerful organization.
38  This level of success reveals organizations which might make use of a dracimera.
 
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Ur-Histachii

Ur-Histachii

Ur-Histachii is an acquired template that can be added to any human (henceforth the ``base creature'').

Type: The base creature's type changes to Undead (Augmented Humanoid, Reptilian). Do not recalculate base attack bonus or base saves.
Hit Dice: Current and future hit dice become d12.
Armor Class: The base creature gains a +4 natural armor bonus.
Attacks: The base creature gains 2 claws and a bite as natural weapons. The claws deal 1d4 + Str bonus damage (as primary natural weapons) and the bite deals 1d3 +1/2 Str bonus damage (secondary natural weapon).
Special Attacks: Same as base creature plus
  • Rage (Ex): Three times a day, immediately upon being injured by a nonreptilian creature, an ur-histachii enters into a berserk state similar to a barbarian's rage. It gains +4 to Str, a +2 morale bonus to Will saves, and 6 additional hit points (these are not lost first the way that temporary hit points are), but it takes a -2 penalty to AC. Because it is undead, an ur-histachii does not become fatigued after its rage ends. The rage lasts
    for 3+ Cha modifier rounds. An ur-histachii cannot control its rages.
Special Qualities: Same as base creature plus undead traits (see below) and turn resistance +2.
Abilities: Dex +2, Con -, Int -8 (to a minimum of 3), Cha -4
Skills: Adjust the total number of skill ranks for the ur-histachii's new Int score but do not otherwise change skills.
Feats: Gains Alertness as a bonus feat.
Climate/Terrain:} Underground or Warm Land
Organization: Solitary or Clutch (2d4)
Challenge Rating: As base creature +1
Treasure: None
Alignment: Usually changes to chaotic evil.
Advancement: - (and see below)
Level Adjustment: +3

Undead Traits:
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Negative energy (such as an inflict spell) can heal ur-histachii.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect ur-histachii. These spells turn ur-histachii back into the living creatures they were before becoming undead.
  • Ur-histachii do not breathe, eat, or sleep.

What at first appears to be a reptilian humanoid, almost a tail-less lizardfolk, is on closer inspection an undead abomination. This creature's eyes are nothing more than empty voids, and mold grows from oozing wounds in its gray, scaly, lifeless skin. The scent of mildew wafts from it.

An ur-histachii is a disgusting reptilian undead created from humans in a 3-day long ritual involving magical potions, ointments, oils, and incantations. Due to the stress involved in the ritual, only eight ur-histachii can be created at one time. They are utterly loyal to their creators and other designated masters.

Ur-histachii cannot speak properly, but they understand Common.

Combat Strategies and Tactics

An ur-histachii will use strategies as complicated as its intelligence allows, which is usually not complicated at all. Typically, they will attack any nonreptilian creature in sight, often forgetting to use any special abilities they might have in their rush to attack the offending creature. Most of the time, since they will sustain an injury, they will end up in a rage very quickly.

Sample Encounters

Ur-histachii always follow the commands of their creators and other designees, who use them in various ways.

Clutch (EL 1-10): A common use of ur-histachii is as guards in groups of 2d4,
typically for areas such as tombs and meeting places. These ur-histachii are also usually based on first-level warriors, though some may have a few levels.

EL4: Four War1 ur-histachii guard a shrine to an obscure reptilian demon lord.

Assasin (EL 4-10): The rare ur-histachii with several class levels is often used as an assassin, teleported directly into the homes of their creator's enemies. They are almost certain to enter a rage, and they can be quite deadly.

EL 6: The PCs have made an enemy of an evil wizard, and they awake one night to find themselves under attack by a fifth-level ur-histachii rogue.

Ecology and Society

Ur-histachii are extremely rare undead, since only a few spellcasters have discovered the secret of their creation. However, those who do know how to create ur-histachii seem to do so with wild abandon, so it is very possible to find a reasonable number of ur-histachii in a relatively small area. Because they are undead, they make ideal guardians for sealed crypts
and similar locations that are closed off from food and fresh air.

Unlike most other undead, ur-histachii are rather impetuous, relatively noisy (grunting and hissing to themselves) unless instructed to remain silent. Also, even though they need no sustenance, ur-histachii love to ``eat,'' chewing on carrion, rats, worms, other vermin or small animals, or even inorganic objects. It is ill-advised to assign ur-histachii to guard anything valuable, as they may very well forget their instructions and start chewing it!

For some reason, the rage ability of ur-histachii seems to wear out their undead bodies quickly. It is quite rare for an ur-histachii to last more than a year past their creation without falling spontaneously into dust, and no ur-histachii have been known to exist more
than five years after their transformation into undead. In addition, the process that transforms them into undead decreases their intelligence greatly, reducing the skills that they know and leaving them nearly mindless.

Alignment: Regardless of the alignment of the original human, the ur-histachii's alignment changes to CE 99% of the time.

Advancement: Ur-histachii do not advance after their transformation into undead. However, since they are transformed humans, they are often advanced beyond ``base statistics.''

Treasure: Ur-histachii have no treasure of their own, but they are often found guarding areas with valuables owned by their masters.

Lore
A Knowledge (Religion) check reveals
Code:
DC   Result
15   This disgusting creature is an undead known as an ur-histachii.  
     Reveals undead traits.
20   Ur-histachii enter dangerous rages when they are injured by 
     nonreptilian creatures.
25   Ur-histachii are created from human subjects in a days-long ritual.
30   Reveals organizations or spellcasters who are capable of creating 
     ur-histachii.

Sample Ur-Histachii

Statblocks for ur-histachii based on a human War 1 and a human Rog 5 are available in the PDF file here.
 
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Wyvern Drake

Wyvern Drake
Gargantuan Dragon
Hit Dice: 10d12+80 (145 hp)
Initiative: +1
Speed: 20 ft., fly 60 ft. (average)
Armor Class: see table
Base Attack/Grapple: +10/+37
Attack: Sting +21 melee (2d6+15 plus poison) or talon +21 melee (2d8+7) or bite +21 melee (4d6+7)
Full Attack: Sting +21 melee (2d6+15 plus poison) and bite +19 melee (4d6+7) and 2 wings +19 melee (2d6+7) and 2 talons +19 melee (2d8+7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Poison, breath weapon (see table), crush 4d6+22, bombing
Special Qualities: Darkvision 60 ft., low-light vision, scent, immunity to sleep, paralysis effects, and energy (see table)
Saves: Fort +15, Ref +8, Will +8
Abilities: Str 40, Dex 13, Con 27, Int 10, Wis 12, Cha 11
Skills: Bluff +13, Intimidate +15, Listen +14, Move Silently +14, Search+13, Spot +18
Feats: Alertness, Flyby Attack, Snatch, Wingover, MultiattackB
Environment: Warm hills
Organization: Solitary
Challenge Rating: see table
Treasure: Standard
Alignment: Always lawful or chaotic evil (see table)
Advancement: 11-15 HD (Gargantuan); 16-30 HD (Colossal)
Level Adjustment: -

This massive monster must be a dragon, though it is hardly as majestic as you had expected. Its hide is an ugly dull brown in color, and why does it only have two legs? Still, it's impressive enough, with large scales, long talons, and a wicked barb at the end of its long, muscular tail.

Larger and stronger than all but the largest wyverns, wyvern drakes might be the missing link between wyverns and true dragons. However, some conflict long ago seems to have wiped out the metallic wyvern drakes and driven the chromatics nearly to extinction. Recently, though, mages have learned to infuse wyvern eggs with draconic essence, recreating the mighty wyvern drake. Perhaps they were inspired by sighting one of these rare creatures and wished to harness the power of a dragon without dealing with its forceful personality.

Combat Strategies & Tactics
Wyvern drakes are intelligent and canny fighters, especially compared to the average wyvern. Despite their formidable size and strength, they are somewhat frail, so they prefer to attack from a distance by bombing or their breath weapon, especially to soften up opponents. When they close to melee distance, they will usually attack the most annoying opponents with their sting first on a fly-by attack, reserving full attacks and their crush ability for the end of a fight.

Poison (Ex): Injury, Fortitude DC23 (DC 10+1/2 racial HD+Con modifier), initial damage death, secondary damage 2d6 Con.

Crush (Ex): A flying or jumping wyvern drake can land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Medium size or smaller (Large or smaller for Colossal wyvern drakes).

A crush attack affects as many creatures as can fit under the wyvern drake's body. Creatures in the affected area must succeed on a DC23 Reflex save (DC 10+1/2 racial HD+Con modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the wyvern drake moves off them. If the 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. A crush attack deals 4d6+22 hp (4d6+1-1/2 Str bonus) of damage.

Breath Weapon (Su): A wyvern drake has the same breath weapon as an adult dragon of the same dragon variety (see the table), usable every 1d4 rounds

Skills: Wyvern drakes have a +4 racial bonus to Spot checks.

Breath Weapon
Code:
Variety   Weapon                                  Damage
Black     80-foot line of acid                    12d4
Blue      100-foot line of lightning              12d8
Green     50-foot cone of corrosive (acid) gas    12d6
Red       50-foot cone of fire                    12d10
White     40-foot cone of cold                    6d6

Alignment, AC, Energy Immunity, CR
Code:
Dragon    AL     AC                                 Immunity     CR
Black     CE     21                                 Acid         13
                 (-4 size, +1 dex, +14 natural)
                 touch 7, flat-footed 20
Blue      LE     22                                 Electricity  14
                 (-4 size, +1 dex, +15 natural)
                 touch 7, flat-footed 21
Green     LE     22                                 Acid         14
                 (-4 size, +1 dex, +15 natural)
                 touch 7, flat-footed 21
Red       CE     25                                 Fire         15
                 (-4 size, +1 dex, +18 natural)
                 touch 7, flat-footed 24
White     CE     21                                 Cold         12
                 (-4 size, +1 dex, +14 natural)
                 touch 7, flat-footed 20

Sample Encounters
Most wyvern drakes, wild or "domesticated,'' are solitary creatures. In the wild, they come together only infrequently to mate and raise young, while it is rare that a wizard or sorceror has enough resources --- and patience --- to replace any companions that a wyvern drake might devour.

Destroyer (EL 12-15): It is usually a delicate issue to keep something as large as a full-grown wyvern drake a secret, so most of their masters don't try.

EL 14: A druidic circle learned the secrets of wyvern drake breeding from a wizard that they "convinced" to aid them. Now their control a blue wyvern drake, and they have several frontier towns in their sights. Will the heros be able to stop them?

Family (EL 14-17): You don't want to run into a family of wyvern drakes, since the parents are very protective of their children.

EL 14: While exploring ancient ruins in the tundra, the PCs stumble across a large cave filled with the gathered treasure of the lost city --- a wyvern drake lair. Unfortunately, a young white wyvern drake (use the statistics for a half-white-dragon wyvern) is at home, and its parents, so far willing to ignore the party, become more than a little aggravated.

Ecology & Society

Wild wyvern drakes live a solitary life, usually coming together only for a few months or a year at a time to mate and raise young to a fledgling state. Wyvern drakes need to eat the equivalent of a cow or horse per day, which necessitates a large hunting range. They can fly up to 300 miles in a day searching for food, though they typically pick a 25 mile-square region to hunt at a given time. Despite their appetites, wyvern drakes rarely fight each other and view cannibalism as a last resort, more distasteful even than eating carrion. Therefore, they tend to lair in hills or mountains overlooking well-used trade routes, which ensures a steady supply of food and treasure.

Wild wyvern drakes are still exceedingly rare, though their numbers have increased as more mages have begun breeding them (and inevitably losing a few). Captive wyvern drakes are usually considered too large to be effective guardians, except outside a fortress, so they are more often used as aerial combatants or even mounts.

Alignment: A wyvern drake always has the alignment of its dragon variety (see table above).

Treasure: Wild wyvern drakes keep double standard treasure in their lairs, hording it just like true dragons. Captive wyvern drakes usually have no treasure of their own, though they usually work for masters with a great deal of wealth.

Lore
Code:
DC   Result
20   This is a wyvern drake, a rare dragon hybrid.
     Reveals dragon traits.
25   A wyvern drake has a breath weapon,
     based on its variety.
30   Wyven drakes were nearly wiped out in a
     long-ago draconic war, but they are now
     bred by mages as powerful servants.
35   This level of success reveals organizations or 
     spellcasters who might control a wyvern drake.
 
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Dracohydra

Note: This is a 3.5 update of a 3.0 conversion by BOZ with a few extra features added!

Dracohydra

Dragon (Water)
Climate/Terrain: Temperate and cold mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple Standard
Alignment: Always chaotic evil
Advancement: Wyrmling 4-5 HD (Small); very young 7-8 HD (Medium); young 10-11 HD (Medium); juvenile 13-14 HD (Large); young adult 16-17 HD (Large); adult 19-20 HD (Huge); mature adult 22-23 HD (Huge); old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Gargantuan); wyrm 34-35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Dracohydrae are hideous creatures that combine the worst aspects of hydrae and evil dragons.
Dracohydras have muddy brown scales, with a nearly cream-colored brown on their underbellies. They have draconic wings, and have from two to five heads. Their eyes glow red.
Dracohydras only speak Draconic.

Combat Strategies and Tactics
Dracohydras, as expected, combine the best fighting capabilities of dragons and hydras.
A dracohydra can be killed either by severing all of its heads or by slaying its body. To sever a head, an opponent must hit the monster’s neck with a slashing weapon and deal damage equal to the hydra’s original hit point total, divided by its original number of heads, in one blow. (See the entry for hydras in the SRD for more information. In particular, a dracohydra does regrow heads exactly as a hydra. Because a dracohydra is immune to acid, acid damage does not prevent the regrowth of heads, but electricity damage does.)

Superior Multiattack (Ex): A dracohydra can attack with any head that does not use its breath weapon at no penalty, even if the monster moves or charges during the round.

Breath Weapon (Su): A dracohydra has one type of breath weapon, a line of acid, which each head can use as a standard action once per round.

Spell-Like Abilities (Sp): 3/day - darkness (Adult & older); 2/day - obscuring mist (Juvenile & older), stinking cloud (Old & older); 1/day - cloudkill (Ancient & older).

Immunities (Ex): Dracohydras are immune to acid.

Fast Healing (Ex): Each round, a dracohydra heals damage equal to 10 + its original number of heads + its age category.

Skills: Dracohydras receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads. They do not need to make Swim checks to move through the water except to perform special actions and may always take 10 on Swim checks. They receive a +8 racial bonus on Swim checks. Dracohydrae have Jump, Swim, and Survival as class skills, in addition to the class skills of all true dragons.

Feats: A dracohydra with the Combat Reflexes feat is capable of using all its heads for attacks of opportunity each round.

Challenge Rating: The challenge ratings listed are for dracohydrae with 2-3 heads. A dracohydra
with 4-5 heads should have CR+1.

Sample Encounters
Because dracohydrae are such nasty, brutish creatures, they are usually solitary and act on their own.
While many organizations might wish to make use of a dracohydra, they’re most often forced to manipulate the dracohydra indirectly.

Pest (EL 3-5): A pair of mated dracohydrae have just kicked a wyrmling or very young dracohydra out of their lair. During its “fledging” period, the youngster finds a town to prey on.

EL 3: A wyrmling dracohydra has been butchering a small communities livestock for months, and no one has been able to drive it off. It’s starting to get a bit more bold...

Beast (EL 23-26): A wyrm or great wyrm dracohydra can be a holy terror in combat, even if they’re not that smart by draconic standards.

EL 26: A five-headed great wyrm dracohydra has conquered a small kingdom, slowly eating its way through the now-enslaved population. The heroes will have to fight through a crowded city, since the dracohydra isn’t afraid to smash a few of its slaves to rid itself of a problem.

Ecology and Society
Dracohydrae lair far from civilization, usually in inaccessible mountain passes covered in snow, or in similarly barren areas, largely because they destroy much of what they see. Like white dragons, they are avaricious, selfish, and vicious, avoiding plans and acting in a direct manner. They often kill for sport, and act as sadistic bullies in their territory, though they are truly cowards against superior foes. Given the chance, they tend to enslave humanoids for a brief time before eating them.

Dracohydrae hate all other dragon types and will kill any they encounter if they think they can get away with it. Their main enemies are storm giants and stone giants, though they hate red dragons who eat their young (and consider them delicacies, as a matter of fact). Dracohydrae are not even very fond of each other, though some mated pairs will stay together for many years. Most of the time, though, a clutch of dracohydrae will be forced out of their parents’ lair fairly quickly; whether they stick together or take their own paths is largely a matter of chance.

Unlike many of the creatures described in this tome, the dracohydra is a distinct species and not a magically created hybrid. In fact, it is a true dragon species, though it lacks the spell-casting abilities of its cousins. The origin of the dracohydra is mysterious, but it is not believed that they are a result of the two species mating. Some sages consider them an evolutionary throwback, while others consider them a next step in dragon evolution. Another theory with much credence suggests that they are actually the result of experiments by evil deities, or even Tiamat herself.

Among dracohydrae, about 25% have 2 heads, 50% have 3, 15% have 4, and 10% have 5 heads. These voracious monsters can eat nearly anything, including rocks and gems. However, the by far prefer to eat fresh meat, so their hunger is a great burden on local wildlife and their slave populations (while they have slaves).

Alignment: Dracohydrae are always chaotic evil.

Treasure: Like other true dragons, dracohydrae are rather avaricious and keep triple standard treasure in their lairs.

Dracohydrae by age
Code:
Age           Size        HD (hp)          Str  Dex  Con  Int  Wis  Cha  BAB/Grp Atk  Fort Ref Will  Breath (DC)   Fear DC
Wyrmling      Small       3d12+3    (22hp) 12   10   13   7    12   7    +3/+0   +5   +4   +3  +4    2d4 (12)      -
Very Young    Medium      6d12+12   (51hp) 14   10   15   7    12   7    +6/+8   +8   +7   +5  +6    4d4 (15)      -
Young         Medium      9d12+18   (76hp) 16   10   15   7    12   7    +9/+12  +12  +8   +6  +7    6d4 (16)      -
Juvenile      Large       12d12+36 (114hp) 18   10   17   9    12   9    +12/+20 +15  +11  +8  +9    8d4 (18)      -
Young Adult   Large       15d12+60 (157hp) 22   10   19   9    12   9    +15/+25 +20  +13  +9  +10   10d4 (21)     16
Adult         Huge        18d12+90 (207hp) 26   10   21   11   12   11   +18/+34 +24  +16  +11 +12   12d4 (24)     19
Mature Adult  Huge        21d12+105(241hp) 28   10   21   13   14   13   +21/+38 +28  +17  +12 +14   14d4 (25)     21
Old           Huge        24d12+144(300hp) 30   10   23   13   14   13   +24/+42 +32  +20  +14 +16   16d4 (28)     23
Very Old      Huge        27d12+162(337hp) 32   10   23   15   16   15   +27/+46 +36  +21  +15 +18   18d4 (29)     25
Ancient       Gargantuan  30d12+210(405hp) 34   10   25   15   16   15   +30/+54 +38  +24  +17 +20   20d4 (32)     27
Wyrm          Gargantuan  33d12+264(478hp) 36   10   27   15   16   15   +33/+58 +42  +26  +18 +21   22d4 (34)     28
Great Wyrm    Gargantuan  36d12+288(522hp) 38   10   27   19   20   19   +36/+62 +46  +28  +20 +25   24d4 (36)     32

Code:
Age           Speed                         Init AC                           Special Abilities           CL   SR
Wyrmling      30 ft., fly 60 ft. (average), +0   13 (+1 size, +2 natural),    Immunity to Acid, Fast      -    -
              swim 30 ft.                        touch 11, flat-footed 14     Healing
Very Young    30 ft., fly 100 ft. (poor),   +0   15 (+5 natural),             -                           -    -
              swim 30 ft.                        touch 10, flat-footed 18
Young         30 ft., fly 100 ft. (poor),   +0   18 (+8 natural),             -                           -    -
              swim 30 ft.                        touch 10, flat-footed 18
Juvenile      30 ft., fly 100 ft. (poor),   +0   20 (-1 size, +11 natural),   [i]Obscuring Mist[/i]              -    -
              swim 30 ft.                        touch 9, flat-footed 20
Young Adult   30 ft., fly 100 ft. (poor),   +0   23 (-1 size, +14 natural),   DR 5/magic                  -    20
              swim 30 ft.                        touch 9, flat-footed 23
Adult         30 ft., fly 100 ft. (poor),   +0   25 (-2 size, +17 natural),   [I]Darkness[/i]                    -    23
              swim 30 ft.                        touch 8, flat-footed 28
Mature Adult  30 ft., fly 100 ft. (poor),   +0   28 (-2 size, +20 natural),   DR 10/magic                 -    25
              swim 30 ft.                        touch 8, flat-footed 28
Old           30 ft., fly 100 ft. (poor),   +0   31 (-2 size, +23 natural),   [i]Stinking cloud[/i]              -    27
              swim 30 ft.                        touch 8, flat-footed 31
Very Old      30 ft., fly 100 ft. (poor),   +0   34 (-2 size, +26 natural),   DR 15/magic                 -    28
              swim 30 ft.                        touch 8, flat-footed 34
Ancient       30 ft., fly 150 ft. (clumsy), +0   35 (-4 size, +29 natural),   [i]Cloudkill[/i]                   -    30
              swim 30 ft.                        touch 6, flat-footed 35
Wyrm          30 ft., fly 150 ft. (clumsy), +0   38 (-4 size, +32 natural),   DR 20/magic                 -    32
              swim 30 ft.                        touch 6, flat-footed 38
Great Wyrm    30 ft., fly 150 ft. (clumsy), +0   41 (-4 size, +35 natural),   -                           -    34
              swim 30 ft.                        touch 6, flat-footed 41


Lore
Code:
DC   Result
15   This is a type of hydra. Reveals fast
     healing and head regrowth abilities.
20   This is a dracohydra, a true dragon.
     Reveals dragon traits & age.
25   Dracohydrae have an acid breath weapon,
     so fire and electricity “seal” severed necks.
30   Reveals spell-like abilities for age category.
     Also reveals known dracohydrae in region.
 
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Well, the mantidrake is finished, finally. Please feel free to comment here or over here. Thanks!

Edit: Tweaked the breath weapon a tiny bit on the mantidrake (and fixed a typo in its entry).
 
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I took a bit of a break for some adventure writing, but I'm working on these now as I get time. I'm almost done with the dracimera stats (see the other thread) and hope to have that, with flavor following, done in a couple days.

I'll probably go back and forth between these and the adventure after that, so it'll probably slow down a little. Always the problem with having a job! ;) Thanks for the interest!
 

The dracimera is done! It's a bit tougher than the mantidrake, so enjoy the looks on your players' faces when they find one of these!

I'm going to work on some other projects for a while, but then I'll get back to these.
 

Into the Woods

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