DEMON DRAKES
DEMON DRAKE
Dragon (Fire)
Speed: 20 ft, fly 60 ft (perfect)
Attacks: 2 claws, 1 butt; or 2 claws, 1 bite
Special Attacks: Breath weapons, spells
Special Qualities: Improved invisibility, immune to fire, Darkvision 120 ft
Climate/Terrain: Temperate and warm mountains and underground
Organization: Solitary or clan (1-4 plus 50% quicklings)
Challenge Ratings: Wyrmling, very young 1; young, juvenile 2; young adult, adult 3; mature adult, old 4; very old 5; ancient, wyrm 6; great wyrm 7
Treasure: Standard
Alignment: Usually chaotic neutral (evil tendencies)
Demon drakes seem to be miniature versions of red dragons to the untrained eye. Their heads are adorned with small, sharp horns, and their mouths appear to be fixed in a permanent evil grin. Male demon drakes are red all over, though their orange underbellies distinguish females from the males.
Demon drakes choose desolate, barren landscapes for their lairs, preferring volcanic regions, but settling for isolated caverns nearby. These drakes need to consume a few ounces sulfur every week, or their breath weapons fade away. Clans of these drakes are often allied with nearby salamanders, aiding each other in time of need. Demon drakes seem to have a special affinity with quicklings, and often allow the little fey to ride them into battle.
Their appearance tends to cause them to be seen as vicious, though demon drakes are not truly vicious except when defending their lairs. They are more good-humored, like their faerie dragon cousins. Demon drake pranks tend to cross the line of what may be considered simple jokes, and are even harmful to their victims sometimes.
Demon drakes have a small amount of spellcasting ability, and all are able to cast illusion spells. Each clan has a lair shaman who also casts divine spells at the same level as arcane illusions. As they age, demon drakes gain a limited access to other types of spells, not necessarily choosing these spells for their potential mischief. Demon drakes gain one new arcane spell for every new age category upon reaching old age, and one new divine spell for every new age category upon reaching ancient age. Demon drake elders also may know three special unique spells that are used for special (i.e., brilliant and deadly) practical jokes, and teach these to truly inspired young pranksters.
Demon drakes speak Draconic, Sylvan, Elven, and Ignan.
Breath Weapons (Su): A demon drake has one type of breath weapon, but two applications for it. Its major breath weapon is a cone of fire, 8 feet long. This attack can only be used 4 times per day.
The minor breath weapon is also a cone of fire, 4 feet long, and can be used at will.
Improved Invisibility (Su): A demon drake can turn invisible and attack as if using the spell improved invisibility. The effect can be dispelled, but the demon drake can create it again as a free action on its next turn. They can only use this ability on themselves, twice per day.
Unique Spells for Demon Drakes
Pretty – Oops!
Illusion (Glamer)
Level: Wiz 1, Trickery 1
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One creature or object of Small size or smaller
Duration: 1d4+4 hours
Saving Throw: Will negates
Spell Resistance: Yes
This spell is used to mask small creatures and items as props for practical jokes. The subject of the spell will be cloaked in an illusion of the caster’s choice. If cast on a living creature, that creature is entitled to a Will save. If the creature fails the saving throw, it is paralyzed for the duration of the spell, 5-8 hours. The creature will receive another saving throw at the start of the 5th hour, and every hour after that. If one of these secondary saves is successful, or if the creature is still paralyzed when the spell expires, the creature will immediately recover.
If the object of this spell is touched or takes damage, the illusion will automatically be dispelled, although paralyzed creatures will remain paralyzed as stated above. Divination spells meant to detect illusions will reveal this magical disguise.
The caster must focus on the intended illusionary form for the subject to take, as the spell is cast. This form should be approximately the same size and shape as the subject of the spell. Thusly, a poisonous snake can be disguised as a jeweled dagger, a hornet’s nest as a sealed container with some desirable contents inside, or a cockatrice could be made up to look as a sleeping lapdog. Note that any illusions do not move from the location in which they are placed, although they may appear to make small movements (turning head, twitching ears, blinking eyes, etc).
Material Component: A piece of wool, bird down, or similarly fluffy item.
Slither – Hiss!
Illusion (Glamer)
Level: Wiz 2, Trickery 2
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Area: 10 foot diameter sphere
Duration: 24 hours
Saving Throw: Will disbelief
Spell Resistance: Yes
This spell, a derivative of the magic mouth spell, is used to guard natural cavernous lairs from intruders. Like magic mouth, it can be programmed to activate against specific types of intruders, or when specific events happen.
When the spell is activated, it causes a rustling, slithering sound that seems to come from farther inside the cave, or coming from another direction such as the one in which the intruder is traveling. This sound will be heard regardless of any noise made by the intruder. This sound appears to be the noises made by the movements of a large, serpentine beast. Every intruder creature is entitled to a Will save, with success allowing disbelief. Those that fail the save believe that a large creature is lurking nearby in the shadows, and become uneasy. If these victims remain in the spell’s area of effect for 1d4 rounds, they will be subjected to the effects of a scare spell, as an after-effect.
Material Component: Lizard skin or snake skin.
Pretty – Boom!
Illusion (Glamer) [Force]
Level: Wiz 3, Trickery 3
Components: V, S, M
Casting Time: 1 round
Range: Touch
Targets: One gemstone
Duration: 24 hours
Saving Throw: Reflex half (see below)
Spell Resistance: Yes
This spell is used as a trap to draw victims in and cause them harm. When cast on a gemstone, the gem takes on the appearance of a much more valuable stone, one 10-100 times greater in value. At the end of the spell’s duration, the gem can be set to explode with great force, causing 3d4 damage to all within 5 feet of it. Those within a 10 foot radius also take damage, but the damage is halved on a successful Reflex save. This burst of pure force produces shrapnel-like shards that damage exposed equipment (backpacks, clothes, scrolls, and other light materials) as well as beings. If the gem is placed in a bag of holding or a portable hole, that item and everything in it is destroyed when the gem explodes, but the explosion causes no damage outside of the extra-dimensional space.
This spell can only be dispelled before the gem explodes by dispel magic, limited wish, or similar magic, or by a command word given by the caster. The caster has the option of causing other effects instead of the explosion. Alternately, the caster may have the gem evaporate into a stinking cloud effect, or explode with minimum damage but a great sonic effect, creating a cloud of sulfurous smoke that lasts for 10 minutes.