Drakes - the first look! (teaser)

Status
Not open for further replies.
No, not really. If you need help with the tables, I have a table I use when making dragons, it's in word format, all you have to do, is fill in the blanks, the age categorys and other small stuff is allready in place, you'd be amazed at how much time it saves... :D
 

log in or register to remove this ad

here are the drakes' stats as i have them so far. they now include the BAB, and saves.
 

Attachments


CRYSTAL DRAKES

The following text supplelements the stats given in the .doc file:

Crystal drakes are an offshoot of the faerie dragon, well noted and often hunted for their crystalline hides. These little drakes are nomads and wander throughout many climates, occasionally settling in caves and caverns in barren deserts, or anywhere that gem deposits may be found. Clans sometimes do settle on the elemental plane of Earth, where an elder will lead them in search of gems.
Crystal drakes appear similar to gem dragons, with scintillating gem-like hides, but because of their smaller size they are often pursued by hunters for their skins. These unscrupulous souls make flashy, sparkling leather apparel out of these hides, which are worth a small fortune. <These hides can also be used to make a robe of scintillating colors.>
Crystal drakes are pranksters, though not as notorious as some other drakes and dragonets. Their jokes are more low-key, and are performed carefully so as not to draw attention to their lairs. They are very wary of travelers, as poachers come in many shapes and sizes. They do sometimes trade with travelers who are carrying gems and jewels, as gemstones of all sort serve as these drakes’ foodstuffs.
About half of the members of a drake clan acquire spellcasting ability on reaching the juvenile stage. Most of them become arcane spellcasters, while some of them serve as shamans of the lair, and can cast divine spells and illusion spells. Further, some drakes cast only illusion spells, while some cast only druidic spells. Crystal drakes with no previous spellcasting ability that reach the old stage, gain the ability to cast divine spells as a 1st level cleric, thereafter attaining one additional spellcasting level per age category.
Crystal drakes are unusually fond of all sorts of crystals, gems, and jewels, as they are a necessary part of the drake’s diet. They store gems in two cheek pouches, similar to hamsters’, in which they can store up to four gemstones each. The drake’s hide loses its reflective sheen, and the powers associated with it, if it does not eat at least 5 gp worth of gems per week. The drake will also lose 1 point of natural armor if its diet is gem-deficient, to a minimum of –5 natural armor. These powers return over a number of weeks equal to those spent in starvation, if the gem diet is renewed.
All crystal drakes speak Dragon and Terran, and a few other languages based on their surrounding neighbors.

Breath Weapon (Su): A crystal drake has one type of breath weapon, a line of acid. They can spit this acid 4 times per day, with great force and accuracy (-4 penalty to saving throws). This acid causes double damage against Earth creatures, and non-magical material made of earth, stone, or mineral.
Gem Eating (Su): A crystal drake gains special powers from ingesting certain types of gemstones. (See the table below, “Crystal Drakes’ Special Gem Powers”.) To have the desired effect, the drake must consume the minimum listed value of that particular gem. Only one of these effects can function at one time, and if a new gem is ingested before the end of the previous one’s duration, then the older effect end in favor of the newer one.
Ethereal Jaunt (Su): A crystal drake of ancient age or greater has this ability, like the spell as cast by a 10th-level sorcerer. These drakes can use this power once per week, and can transport up to four additional crystal drakes with them. They can use this power as a stepping-off point to travel to the plane of Earth, or to escape and hide.
Reflective Scales (Ex): A crystal drake’s hide provides it with protection from certain spells and effects. Color spray, energy drain, hypnotic pattern, <sunray>, as well as all electrical attacks and spells are instantly reflected back on the caster. Magic missiles are likewise reflected at the caster, if the drake succeeds at a Fortitude save, though the spell will harm the drake if it fails the save. Eyebite, prismatic sphere, prismatic spray, prismatic wall, and rainbow pattern have no effect at all on crystal drakes. Light and daylight spells do not blind crystal drakes, though anyone within 20 feet of the drake when the spell is cast must make a saving throw against the spell or be blinded for 2d6 rounds.
Detect Gems (Ex): A crystal drake can detect gems through its keen senses of taste and smell. They can detect all precious stones within a 10 foot radius.
 

Whoa! Crystal Drakes rock! They should fit well into the schemes of my Lawful Evil wizard. (He'll probably bribe them with gems, and have them work as scouts.)

Later,
 

Hmmmmmm

I like these, truly. I just have one question. Do the Drakes posess the other draconic abilities, such as the remarkable sense of smell, Darkvision AND Low Light, and immunity to sleep and paralysis? Obviously they wouldnt cause Dragon Fear, but the others....
 

Well, I'm not the one making the conversion, but... I would say that they should, since all other official dragons so far has had those abilities and immunities.
 

Re: Hmmmmmm

Bloodstone de Troll said:
I like these, truly. I just have one question. Do the Drakes posess the other draconic abilities, such as the remarkable sense of smell, Darkvision AND Low Light, and immunity to sleep and paralysis? Obviously they wouldnt cause Dragon Fear, but the others....

some have those, and some do not. and yes, dragon fear is just about inapplicable when most of these guys are smaller than the average human. :)
 

DEMON DRAKES

2 down, 2 to go!

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 females are distinguished by their orange underbellies.
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 are all 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 which 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.
 

Very cool, so what's next? one question though, am I correct in assuming that these four drakes most consume a small amount of some resource each day to maintain some of their powers? I mean, the crystal drake must eat gemstones to maintain it's armor, and the demon drake eats sulphur. So what's the next one, mercury? :D
 

nope krish, just those two. :) the nice thing about these drakes is that while they're all very similar to each other, they're also all quite different from one another. :)
you're gonna love the faerie drake and shadow drake! muhahahaha! :D
 

Status
Not open for further replies.
Remove ads

Top