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New Creatures, the Epic Drakes

Beyond the Grave

First Post
Wrote these guys up awhile ago. I think it was when i was reading the "Dragons of the Glacier and the Grave" article on Wizards, where they mention theat when a party hits epic levels, there are precious few lesser dragons left to take them on.

Drake, Epic

Whisper Drake
Large Dragon (Cold)
Hit Dice: 45d12 (292 hp)
Initiative: +5
Speed: 50 ft. (12 squares), climb 40 ft. (perfect)
Armor Class: 20 (+2 Dex, +10 Natural, -2 Size)
Base Attack/Grapple: +51/+56
Attack: Slam +56 melee (1d6+5 plus stun) or Bite +56 melee (2d6+5 plus grapple)
Full Attack: Slam +56 melee (1d6+5 plus stun) and Tail +51 melee (1d8+5 plus stun) or 2 Claws +56/+51 melee (1d6+5) and Bite +51 melee (2d6+5 plus grapple)
Space/Reach: 10 ft./5 ft.
Special Attacks: Secondary Bite
Special Qualities: Dark-vision 60 ft., immunity to magical sleep effects and paralysis, low-light vision, blindsense 60 ft., damage reduction 25/piercing, spell resistance 46, fire immunity, sonic immunity, cold subtype
Saves: Fort +35, Ref +35, Will +35
Abilities: Str 20, Dex 15, Con 10, Int 18, Wis 17, Cha 20
Skills: Hide +55, Move Silently +55, Climb +50
Feats: Improved Initiative, Dire Charge, Improved Speed, Multiattack, Improved Multiattack
Environment: Underground
Organization: Solitary
Challenge Rating: 35
Treasure: None
Alignment: Always neutral evil
Advancement: 46-90 HD (Large), 90-135 HD (Huge)
Level Adjustment: --

People conscious enough to notice are often stricken with the oddity of the second set of jaws contained below the first and the two large canines jutting up out of them. They then usually notice the intelligent black eyes and the muscular, wingless body, and rather long tail of this black, horse-sized dragon. Then they wonder why no one can here them screaming…

Whisper drakes are solitary creatures and none have ever been seen in the company of another. Some think that there may be only one, but there are reputed instances of intrepid warriors actually killing these beasts, so it is assumed that there must be at least two, if not more.

Whisper drakes are called as such because of their inability to make noise. Some mages speculate that some curse of long ago was made to nullify all sound in the personal space of the creature, but this would make little sense because it works much to the drake’s favor. Because of this unusual feature, whisper drakes are immune to all sonic effects and are unaffected by sound. Opponents grappled by a whisper drake are similarly affected by this sound nullification.

A typical whisper drake stands about 6 foot at the shoulders and usually travels with its neck straight out parallel to the ground, moving on all fours low to the ground with its tail stretched out behind it. In their homes far below the surface, many have been mistaken for subterranean crocodiles. They are typically 15 foot from head to tail and weigh around 900 pounds.

Whisper drakes cannot speak, though they can communicate in some mysterious manner with other dragons. They understand Draconic and Common.

COMBAT

Whisper drakes prefer to strike unnoticed while a party is resting or a person separated and alone. They use their dire charge to move up and attack, generally biting and grappling silently or body slamming and stunning them so that they may use their secondary bite the next round.

If a whisper drake successfully bites an opponent, it may attempt to grapple the opponent in its jaws as a free action that does not provoke an attack of opportunity.

Thick Scales (Ex): Whisper drakes excrete a thin lair of freezing mucus across their thick scales that hardens around them. This makes them immune to fire and heat effects. It also grants the whisper drake Damage Reduction 25/piercing.

Stun (Ex): Any creature hit by a whisper drake’s body slam or tail slap must succeed a fortitude save (DC 33) or take an extra 1d6 cold damage and be stunned for a number of rounds equal to the cold damage dealt.

Secondary Bite (Ex): If a whisper drake successfully grapples an opponent, the next round it may use its secondary bite attack with its second set of jaws on the victim. The secondary bite is +56 melee. On a success, the victim takes 2d6+5 damage and is drained of 1d4 permanent Con and the whisper drake gains one permanent HD for every four Con points drained. Each subsequent round a victim is grappled a whisper drake may continue to use its secondary bite attack.

Skills: Whisper drakes gain a +10 racial bonus to Hide and Move Silently checks.


Mana-Eater Drake
Large Dragon
Hit Dice: 62d12+310 (713 hp)
Initiative: +3
Speed: 50 ft. (12 Squares)
Armor Class: 18 (+10 natural, -2 size)
Base Attack/Grapple: +62/+69
Attack: Bite +69 Melee (1d8+7 plus Mana-Eating) or Slam +69 Melee (1d6+7)
Full Attack: 2 Claws +69 Melee (1d6+7) and Bite +69 Melee (1d8+7 plus Mana-Eating) or Slam +69 Melee (1d6+7) and Tail +69 Melee
Space/Reach: 10 ft./5 ft.
Special Attacks: Mana-Eating, Mana Absorption
Special Qualities: Damage reduction 25/magic, dark-vision 60 ft., immunity to magical sleep effects and paralysis, mana magnetism
Saves: Fort +45, Ref +45, Will +45
Abilities: Str 25, Dex 10, Con 21, Int 16, Wis 15, Cha 19
Skills: Use Magic Device +70
Feats: Improved Initiative, Dire Charge, Improved Speed, Multiattack, Improved Multiattack
Environment: Any Land
Organization: Solitary
Challenge Rating: 40
Treasure: None
Alignment: Always chaotic neutral
Advancement: 62-94 HD (Large), 95-124 HD (Huge)
Level Adjustment: --

This strange drake appears as a reverse image to the normal eye. To those who can see its true form, it appears as a null space; a void in the shape of a dragon. With its muscular build it strides across the battlefield weathering all attacks thrown its way. None know where they come from, and few are strong-willed enough to understand its answer to this question.

Mana-Eater Drakes are said to come from a world formed in the shadow of a fractured reflection of our own. Because their world is somehow our own and somehow not, they are not considered outsiders or extraplanar creatures.

Mana-Eaters appear as a nondescript drake, only viewed in the reverse image. Anyone under the effect of a True Seeing spell or similar power can see the drake for what it is, a corporeal void. None have been able to discern what they are made of, but they are said to be as light as a feather at times and heavier than a mountain at others. Definitive research is near impossible as they vanish upon death.

Mana-Eaters speak only a unique language of pure chaos. Anyone wishing to converse with one must make a Comprehend Language Check DC 30 and succeed on a Will Save DC 45 or be driven insane be the sound of its chaotic voice.

COMBAT

Mana-Eaters generally just sit back and let their opponents attack, wearing them out and then moving in for the kill. They have been known to wait for hours until the last spell has been cast, then they strike hard and fast, ending it all.

Mana-Eating (Ex): Mana-Eaters derive their name from the fact that they gain sustenance from magic and psionics. On a successful bite attack a Mana-Eater drains 3d12 power points and 4d6 spells from the victim, starting with the highest level spells available. The Mana-Eater then gains 1d4 temporary Strength and Dex for every ten spells and power points drained in this manner. Mana-eaters lose these temporary points at a rate of one a night.

Mana Absorption (Ex): Whenever a Mana-Eater is the target or is in the area of effect of a spell or power, the spell’s or power’s effect is converted into that of the Cure Critical Wounds spell. Whenever a magically or psionicaly enhanced weapon is used on a Mana-Eater, the drake does not take damage and instead gains the effect of a Cure Moderate Wounds spell. Epic Spells and Powers heal the drake fully.

Mana Magnetism (Ex): Whenever a spell or power is used within long range of a Mana-Eater where the target or area of effect is not that of the drake’s, the caster must make a DC45 Will save or the spell or power is automatically redirected to have the Mana-Eater as a target.

Skills: Mana-Eater drakes gain a +10 racial bonus to use magic device checks.


Venom Drake
Large Dragon (Water)
Hit Dice: 42d12+504 (777 hp)
Initiative: +3
Speed: 50 ft. (12 squares), swim 60 (good)
Armor Class: 24 (+6 Dex, +10 Natural, -2 Size)
Base Attack/Grapple: +47/+47
Attack: Slam +47 melee (1d6 plus 3d4 acid) or Bite +47 melee (1d6 plus Venom)
Full Attack: Slam +47 melee (1d6 plus 3d4 acid) and Tail +47 melee (1d8 plus 3d4 acid) or 2 Claws +47 melee (1d6) and Bite +47 melee (1d6 plus Venom)
Space/Reach: 10 ft./5 ft.
Special Attacks: Venom
Special Qualities: Dark-vision 60 ft., immunity to magical sleep effects and paralysis, low-light vision, damage reduction 25/piercing or slashing, fast healing 25, acidic blood, subconscious defilement
Saves: Fort +43, Ref +32, Will +35
Abilities: Str 10, Dex 22, Con 34, Int 39, Wis 40, Cha 8
Feats: Improved Initiative, Dire Charge, Improved Speed, Multiattack, Improved Multiattack, Polyglot
Environment: Any Land
Organization: Solitary
Challenge Rating: 40
Treasure: None
Alignment: Always Lawful Good
Advancement: 43-56 HD (Large), 57-84 HD (Huge)
Level Adjustment: --

This scaly, horse sized lizard looks like it may already have died and been raised as an undead. Its gaunt frame and corroded scales hang tightly over its bony structure. A slow but constant stream of venomous acid seeps and oozes out of its every pore, killing all that is around it as it watches in mournful hatred of itself.

Venom Drakes are at constant odds with their own nature. They are just and noble, but because of their acidic bodies, they have isolated themselves from the world, lest they kill all that they wish to protect. Because they kill all that is around them, they are frequently nomadic, though they often settle down semi-permanently in a secluded cave or a vile swamp.

Though they loathe themselves for all that they are, venom drakes do sometimes put their bodies to good use. In times of war, they have been seen charging into an evil villain’s troops, killing most of the surrounding soldiers before the drake even has time to attack.

Venom drakes do not weigh much, and their overall length varies from subject to subject. They enjoy literature when they can get it and are highly social creatures if you happen not to die while approaching it. Venom drakes speak any and all languages.

COMBAT

Venom drakes prefer to avoid unnecessary combat. If a subject really wants to attack them, they’ll let it. Chances are it won’t last long enough to make a dent. If, for some reason, they do go on the attack, they usually try to slam or tail slap their opponent, dealing acid damage and probably damaging equipment. A venom drake’s acid is unique in that it ignores equipment’s hardness and deals direct damage to it. If the attacker doesn’t give up after this, a venom drake will employ its namesake, its deadly venom.

Weapons and equipment used to attack a venom drake take 3d4 acid damage from the contact with the drake’s naturally acidic excretions.

Acidic Blood (Ex): Whenever a venom drake is hit with a piercing or slashing weapon, anyone within ten feet of the drake must make a reflex save DC 31 or be sprayed with acid dealing 6d6 acid damage to all subjects and their equipment.

Subconscious Defilement (Su): A venom drake’s blood and venom are so potent and corrosive that they actually damage the drake itself. Because of this, the drake subconsciously sucks life out of every thing around it to sustain itself. Any living subjects within 200 feet of a venom drake take a cumulative 1d6 of damage for every round that they stay within this range.

Venom (Ex): On a successful bite attack, the victim must succeed a Fort Save DC 31 or be drained of 10 points each from their strength, dexterity, and constitution.
 
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