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Flame Dragon

DracoSansdrake

First Post
Flame Dragon
Large Dragon
Hit Dice: 10d12+30 (95 hp)
Initiative: +0
Speed: 40 ft, fly 150 ft (poor)
AC: 18 (-1 size, +9 natural)
Attacks: Bite +13 melee, 2 claws +8 melee, wings +8 melee, tail slap +8 melee
Damage: Bite 2d6+4, claws 1d8+2, wings 1d6+2, tail slap 1d8+2
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Breath Weapon- Cone of Fire (Dc 18- Damage 4D12; 40 ft long)
Special Qualities: Immune to sleep, paralysis; Fire subtype, Low-Light Vision; Darkvision 60 ft., keen senses, darkvision, scent
Saves: Fort +10, Ref +7, Will +8
Abilities: Str 19, Dex 11, Con 17, Int 10, Wis 13, Cha 12
Skills: Bluff +7, Concentration +9, Diplomacy +7, Escape Artist +2, Knowledge, Nature +7, Listen +11, Scry +3, Search +10, Spot +11
Feats: Blind-Fight, Track, Multiweapon Fighting

Climate/Terrain: Any Temperate or Warm forest, hill or mountain
Organization: Solitary; pair; family (1-2 adults + 1-3 young) or colony (2-10 families)
Challenge Rating: 9
Equivalent Character Level: 5
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Class (Druid or Ranger Prefered)

The Flame dragon resembles a green dragon about 16 feet long, with it's head just over 7 feet off the ground. Its hide is metallic red, striped with metallic green.

They make their home in the warm parts of the world, though they rarely lair near true dragons. They are generally friendly toward humans who share their love of nature such as druids, rangers and some barbarians.

COMBAT
Flame dragons dislike those whom despoil nature such as orcs and evil giants, and are about as likely to attack these foes as they are to hide. When they attack, they scatter their foes with their breath weapon, and then cooperate with neighboring families to disorient then destroy their opponents.

Breath Weapon (Su): A mist dragon has one type of breath weapon, a cone of fire. Creatures caught in this cloud can make a Reflex save for half damage.

Darkvision (Ex): This creature can see in complete darkness, up to 60 ft.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Scent (Ex): The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. The creature can pinpoint locations only within 5 feet. This creature can follow tracks by smell with a Wisdom check (DC 10, +2 for every hour the trail is cold).
 
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