KAVAINUS (GHOST DRAKE)
Large Dragon
Hit Dice: 13d12+26 (110 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 150 ft. (poor)
AC: 17 (+1 Dex, -1 size, +7 natural)
Attacks: Bite +15 melee, 2 claws +10 melee
Damage: Bite 1d10+3, claws 1d8+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved Grab after successful bite
Special Qualities: Etherealness
Saves: Fort +11, Ref +11, Will +9
Abilities: Str 17, Dex 12, Con 15, Int 4, Wis 13, Cha 12
Skills: Climb +12, Listen +13, Move Silently +11, Spot +13
Feats: Alertness, Endurance, Improved Initiative, Lightning Reflexes
Climate/Terrain: Mountains or hills
Organization: Solitary or mated pair (2) or family (3)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 14-20 HD (Large), 21-26 HD (Huge)
The kavainus, or ghost drake, is covered with hard, bony scales ranging from bone white to snow white to a light, dusty gray. From a distance, they are easily mistaken for white dragons. A row of sharp horns forms a ridge along either side of the kavainus’ skull, giving it a wedge-shaped head. The creature’s teeth and claws are bone white, and the dark, deep-set eyes are each protected by a bony crest. Kavaini have exceptional vision and can see into the Ethereal Plane at will. Their scales absorb light during the daytime and glow faintly during the hours of darkness, giving the creature its nickname, “ghost drake.” (The name “kavainus” means “spirit-dragon-kin” in the language of the gray elves, many of whom have domesticated these drakes.) During the night, the kavainus’ eerie glow often frightens away intelligent humanoids, who believe the creatures to be undead. On the other hand, the glow acts as a faerie fire effect on the drake.
Combat
Kavaini have immensely powerful jaws. A successful bite attack initiates an automatic Improved Grab without initiating an attack of opportunity.
Etherealness (Sp): A kavainus can become ethereal at will. While ethereal, it remains visible and can see on both the Prime Material and Ethereal Planes, but it can be attacked only by other ethereal creatures or those employing plate mail of etherealness, ghost touch weapons, or similar magic. Kavaini take a full round to become ethereal or return fully to the Prime Material Plane, and they generally use this ability only to escape more powerful foes. Anyone in contact with a kavainus can be turned ethereal along with the creature or not, at the drake’s whim, as long as the “passenger” is smaller than the kavainus. This makes it difficult to capture grown specimens; most domestic kavaini are trained from infancy.