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<blockquote data-quote="Agamemnon" data-source="post: 1921292" data-attributes="member: 2567"><p>Drake, Windrider</p><p></p><p>Huge Dragon (Air)</p><p>Hit Dice: 14d12+56 (161 hp)</p><p>Initiative: +9 (+4 Improved Initiative, +5 Dex)</p><p>Movement: 20 ft., fly (poor) 150 ft., swim 60 ft.</p><p>AC: 19 (+6 natural, +5 Dex, -2 size)</p><p>Attacks: Bite +16, 2 claws +11</p><p>Damage Bite 2d6+4, claw 1d8+4</p><p>Face/Reach: 20 ft./10 ft.</p><p>Special Attacks: Improved Grab, Snatch</p><p>Special Qualities: Resistances, Immunity to sleep effects.</p><p>Saves: Fort +13, Will +10, Ref. +14</p><p>Abilities: Str 18, Con 18, Dex 20, Int 6, Wis 12, Cha 10</p><p>Skills: Move Silently +17, Listen +19, Search +17, Spot +19</p><p>Feats: Alertness, Flyby Attack, Improved Initiative</p><p></p><p>Climate/terrain: Any ocean</p><p>Organisation: Solitary, pair</p><p>Challenge rating: 8</p><p>Treasure: None</p><p>Alignment: usually Neutral</p><p>Advancement: 15-18 HD (Huge); 19-25 HD (Gargantuan)</p><p></p><p>In the fiercest storm clouds, where gods of the sea and the air do battle, these majestic creatures are sometimes seen. Often they swoop through the black clouds and dodge lightning bolts with contemptuous ease, and then suddenly plummet to catch a fish before joining the storm.</p><p></p><p>Windrider drakes are slightly similar to wyverns in body shape, but are much more slender and regal. Their wingspan is considerable compared to their body size and the scales of a windrider are blue in color, ranging from the almost white of the stomach scales to the azure blue of the drake's back.</p><p></p><p>It is said by the sailors of Meron that sooner the sun collides with the moon than a windrider lands. Indeed, these graceful creatures seem ill-suited to life on dry land. They catch most of their prey, which consists of fish, from flight and some legends say they never set foot on the ground in their entire lives. This is not so, although windriders are extremely loath to relinquish the freedom of the air, mostly doing so to lay their eggs on rocky islands far away from habitation. Peculiarly, they never sleep.</p><p></p><p>Elves view these creatures as sacred, while mages hunt them for their body parts, which can be used as components for spells and magic items dealing with lightning, air and flight. Their skins are also prized by bootmakers and leatherworkers worldwide.</p><p></p><p>Windrider drakes can speak Auran or Draconic, but have limited intelligence and very little of interest to say.</p><p></p><p>Combat</p><p></p><p>Unlike its cousin the wyvern, the windrider drakes never use their wings as weapons, possibly in fear of damaging the relatively light and fragile bones of those appendages. While making flyby attacks, which is the preferred mode of combat for the species, the drakes commonly employ both of their natural weapons. If not in flight, the drake uses only its bite. Windrider drakes are relative cowards and often flee from battles if a foe is not easily vanquished.</p><p></p><p>Improved Grab (Ex): To use this ability, the drake must hit with both claw attacks. If it gets a hold, it hangs on and bites.</p><p></p><p>Snatch (Ex): If a drake gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws each round the hold is maintained. The drake can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the drake flings it while flying, the creature suffers this amount or falling damage, whichever is greater.</p><p></p><p>Resistances: Windrider drakes have electricity and sonic resistance 10.</p></blockquote><p></p>
[QUOTE="Agamemnon, post: 1921292, member: 2567"] Drake, Windrider Huge Dragon (Air) Hit Dice: 14d12+56 (161 hp) Initiative: +9 (+4 Improved Initiative, +5 Dex) Movement: 20 ft., fly (poor) 150 ft., swim 60 ft. AC: 19 (+6 natural, +5 Dex, -2 size) Attacks: Bite +16, 2 claws +11 Damage Bite 2d6+4, claw 1d8+4 Face/Reach: 20 ft./10 ft. Special Attacks: Improved Grab, Snatch Special Qualities: Resistances, Immunity to sleep effects. Saves: Fort +13, Will +10, Ref. +14 Abilities: Str 18, Con 18, Dex 20, Int 6, Wis 12, Cha 10 Skills: Move Silently +17, Listen +19, Search +17, Spot +19 Feats: Alertness, Flyby Attack, Improved Initiative Climate/terrain: Any ocean Organisation: Solitary, pair Challenge rating: 8 Treasure: None Alignment: usually Neutral Advancement: 15-18 HD (Huge); 19-25 HD (Gargantuan) In the fiercest storm clouds, where gods of the sea and the air do battle, these majestic creatures are sometimes seen. Often they swoop through the black clouds and dodge lightning bolts with contemptuous ease, and then suddenly plummet to catch a fish before joining the storm. Windrider drakes are slightly similar to wyverns in body shape, but are much more slender and regal. Their wingspan is considerable compared to their body size and the scales of a windrider are blue in color, ranging from the almost white of the stomach scales to the azure blue of the drake's back. It is said by the sailors of Meron that sooner the sun collides with the moon than a windrider lands. Indeed, these graceful creatures seem ill-suited to life on dry land. They catch most of their prey, which consists of fish, from flight and some legends say they never set foot on the ground in their entire lives. This is not so, although windriders are extremely loath to relinquish the freedom of the air, mostly doing so to lay their eggs on rocky islands far away from habitation. Peculiarly, they never sleep. Elves view these creatures as sacred, while mages hunt them for their body parts, which can be used as components for spells and magic items dealing with lightning, air and flight. Their skins are also prized by bootmakers and leatherworkers worldwide. Windrider drakes can speak Auran or Draconic, but have limited intelligence and very little of interest to say. Combat Unlike its cousin the wyvern, the windrider drakes never use their wings as weapons, possibly in fear of damaging the relatively light and fragile bones of those appendages. While making flyby attacks, which is the preferred mode of combat for the species, the drakes commonly employ both of their natural weapons. If not in flight, the drake uses only its bite. Windrider drakes are relative cowards and often flee from battles if a foe is not easily vanquished. Improved Grab (Ex): To use this ability, the drake must hit with both claw attacks. If it gets a hold, it hangs on and bites. Snatch (Ex): If a drake gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws each round the hold is maintained. The drake can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the drake flings it while flying, the creature suffers this amount or falling damage, whichever is greater. Resistances: Windrider drakes have electricity and sonic resistance 10. [/QUOTE]
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