ARSALON (HIVE DRAKE)
Large Dragon
Hit Dice: 12d12+36 (114 hp)
Initiative: +0
Speed: 40 ft., fly 150 ft. (poor)
AC: 17 (-1 size, +8 natural)
Attacks: 2 claws +15 melee, bite +13 melee, stinger +13 melee
Damage: Claws 1d6+4, bite 1d10+2, stinger 2d6+2 plus poison
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Poison, summon insect plague
Saves: Fort +13, Ref +8, Will +9
Abilities: Str 18, Dex 11, Con 17, Int 4, Wis 13, Cha 12
Skills: Hide +6, Intuit Direction +7, Listen +15, Spot +15
Feats: Alertness, Great Fortitude, Hover (MM, p. 62), Multiattack
Climate/Terrain: Temperate woodlands
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 13-18 HD (Large), 19-24 HD (Huge)
One of the more unusual of the greater drakes, the arsalon, or hive drake, generally conforms to the standard draconian shape, although its tail is shorter and thicker than normal and ends in a bony stinger like that of a purple worm or a dark naga. The creature’s scales are large and thick, giving it the plated appearance of a giant insect. This effect is enhanced by the drake’s two slim, backward-thrusting horns, which can be mistaken for antennae from a distance.
Arsalon range from a dusty yellow to tan to a light gray. Their batlike wings are often much darker in color, ranging from a coffee-brown to nearly black. The arsalon’s body scales occasionally bear vertical stripes of a darker color along the edges, much like the stripes of a bee. While many believe them to be some kind of a dragon/bee hybrid, arsalon are completely reptilian.
Combat
The arsalon’s combat tactics differ depending upon its position. On land, it uses the standard claw/claw/bite routine common to most drakes. If airborne, the drake usually foregoes its bite attack and attacks first with its front claws, and then, if successful, swings its tail under its body and jabs at its prey with its bony stinger. Because of the relative shortness of the arsalon’s tail, it cannot be used to attack creatures from behind or to the side of the drake.
Poison (Ex): Those struck by an arsalon’s stinger must make a Fortitude save (DC 16) or be slowed for 1d10+2 rounds. While its victim is slowed, the arsalon takes full advantage, biting and stinging repeatedly while grasping its prey in its front claws. Repeated stings so not slow the victim longer but inflict normal damage.
Summon Insect Plague (Ex): The arsalon sports a unique form of attack, based on a strange symbiosis between the drake and normal wasps. The arsalon secretes a wasp-attracting nectarlike substance in its throat bladder. Over time, the bladder becomes home to an entire wasp nest, and the arsalon can excite the wasps simply by contracting its throat bladder and exerting pressure on the hive. This “cloud of wasps” attack is similar to the insect plague spell but cannot be magically dispelled, nor does the swarm dissipate until the offending creatures (other than the arsalon itself) are out of sight. The enraged wasps do not stray far from the arsalon, and anyone caught in the swarm automatically takes 1 point of damage per round, regardless of Armor Class. Spellcasting is not possible in the middle of a wasp swarm.
Fortunately, the arsalon’s unusual “breath weapon” is a one-shot deal; once the wasps have been sent out into battle, the drake has no further ability to summon an insect plague and must rely upon its physical attacks. Because of its thick, platelike scales, the arsalon is immune to the stings of wasps and other similar-sized creatures like bees and hornets.