Special Conversion Project: Greater drakes

Man, I am just not inspired on the feat for this. Maybe Power Attack or Weapon focus (bite)?

Skills: might as well max out spot & listen. If I calculate correctly, they have +3 from Wis and Alertness, so they currently have 13 ranks in each. Maxing out would be 16 ranks in each, so we have 3 ranks left. Stick them in Survival?

We should probably clarify the water stream ability, too.
 

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Spit Water Stream (Ex): Silislithi can only use this attack when out of water. They fill their throat bladders with sea water, then compress the bladder to shoot a high-speed stream of water at opponents. The force of this watery attack acts as the geyser effect of a decanter of endless water, dealing 1d4 points of damage to a single target. A silislithis can employ its water stream attack every other round, so long as it refills its throat bladder between uses. The attack is ineffective underwater, but the bladder is put to a different use in that environment - by closing off its esophageal valve, the bladder’s contents can be forced through two vents just behind the creature’s wings. This “jet propulsion” mirrors the movement capabilities of the octopus and squid, giving the silislithis an additional spurt of speed while swimming.

Decanter of Endless Water: If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

“Stream” pours out 1 gallon per round.
“Fountain” produces a 5-foot-long stream at 5 gallons per round.
“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it. Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp;Weight 2 lb.

Spit Water Stream (Ex): Silislithi can fill their throat bladders with sea water, then compress the bladder to shoot a high-speed stream of water at opponents. This is a 20-foot line that deals 1d4 points of damage to a single target. A silislithis can refill its throat bladder as a (full round?) action. (While the decanter does not allow a save or require I touch attack, I find that really odd and feel it should use one or the other. I'd prefer just go with line/Reflex save).

The attack is ineffective underwater, but the bladder is put to a different use in that environment - by closing off its esophageal valve, the bladder’s contents can be forced through two vents just behind the creature’s wings. This allows the silislithis to jet backward as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
 


Sounds good.

1d4 damage seems to weak for a CR 9 creature to ever rely on, though. Maybe increase it to 5d4 so its closer to its average damage output with its melee attacks?
 




I don't think so.

FUMARANDI (SMOKE DRAKE)
Medium Dragon
Hit Dice: 11d12+11 (82 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., fly 150 ft. (poor)
AC: 16 (+6 natural)
Attacks: Bite +13 melee, 2 claws +11 melee
Damage: Bite 1d10+2, claws 1d6+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Blow smoke cloud
Special Qualities: Fire immunity
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 13, Cha 12
Skills: Hide +11, Listen +14, Spot +14
Feats: Alertness, Improved Initiative, Multiattack

Climate/Terrain: Any temperate land
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard, but gems only
Alignment: Usually neutral
Advancement: 12-15 HD (Medium), 16-22 HD (Large)

One of the smaller of the greater drakes, the fumarandi, or smoke drake, is nonetheless a formidable and fearsome-looking opponent. Its overlapping scales are the color of charcoal, and its eyes glow like burning embers. A black tongue the color of charred wood flickers frequently out of its mouth, like that of a snake or a lizard. The beast’s claws are black as well, as are the twin horns that curve back from the creature’s skull. The fumarandi gives off a shimmer of heat, although the creature is not uncomfortable to the touch and can be ridden safely without fear of burning one’s saddle, boots, or clothes.

Combat
Like most greater drakes, the fumarandi attacks three times each round, once with its bite attack and twice with its claws. It prefers targeting a single opponent and usually sticks with that opponent until it is slain or the fumarandi is driven away.

Blow Smoke Cloud (Ex): The smoke drake is named not only for its coloration but also after one of its special attack forms. Once every three rounds, the creature can expel a 10 ft. by 10 ft. by 20 ft. cloud of smoke at opponents. The smoke is usually exhaled through the beast’s nostrils and forms a dark cloud of vapors that obscures and chokes the drake’s enemies. Victims caught in a fumarandi’s smoke cloud must make a Fortitude save each round (DC 15, +1 for each additional round) or begin to take subdual damage. (See the DMG, page 89.) The fumarandi is immune to the effects of its own smoke cloud (and to those of others of its race). Fumarandi habitually start an attack by blowing smoke at their opponents, then rushing in for a claw/claw/bite routine. Unless in a closed environment (like the back of a cave), the smoke cloud dissipates in 1-3 rounds.

Fire Immunity (Ex): Fumarandi are immune to normal fire and heat-based attacks.
 


Bumping the skills seems right.

Fly-by Attack, Hover, or Wingover would be my feat preferences, in that order.

Should we revisit the breath weapon?

Blow Smoke Cloud (Ex): The smoke drake is named not only for its coloration but also after one of its special attack forms. Once every three rounds, the creature can expel a 20 ft cone of smoke from its nostrils at opponents. Victims caught in a fumarandi’s smoke cloud must make a Fortitude save each round (DC 15, +1 for each additional round) or spend the round coughing and choking. Victims who fail the Fort save two consecutive rounds take 1d6 points of nonlethal damage, as per the rules for smoke effects in the DMG. The fumarandi is immune to the effects of its own smoke cloud (and to those of others of its race). Unless in a closed environment (like the back of a cave), the smoke cloud dissipates in 3 rounds, and it is dispersed in 1 round by strong or stronger wind (including that caused by gust of wind and similar spells).

We can put this in tactics:
Fumarandi habitually start an attack by blowing smoke at their opponents, then rushing in for a claw/claw/bite routine.
 

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