Shade
Monster Junkie
Combat: Common dragonets are fairly aggressive but rarely attack creatures larger than man size. However, they fight fiercely if they or their nests are threatened. Their preferred mode of attack is to spit a corrosive and flammable saliva--an evolutionary prelude to the better-known breath weapons. They may spit in combat for two rounds in a row, then once every four rounds thereafter for a total of 5-8 attacks each per day. Only one victim at a time may be so attacked.
To determine the effectiveness of a common dragonet's spitting attack, make a to hit roll for it as for a normal attack (out to a 30' range). Note whether or not the attack roll would have hit the victim if the victim had not been using a shield by checking against the shield-using and shieldless armor-class values of the victim. If the shield deflected the attack, the shield must then make a saving throw vs. acid or else be destroyed (magical bonuses apply). If no shield deflects an attack that hits a victim, the victim's armor and equipment must save vs. acid or be destroyed (magical bonuses apply); the victim himself takes 2-20 hp damage. The victim must make a saving throw vs. dragon breath to avoid permanent blindness from the attack. The saliva is also flammable, and any character who is carrying a flame source and is struck by the saliva has a 50% chance of having the flame ignite the saliva, which explodes for 1-8 hp damage to all within a 5' radius of the flame.
The saliva may be neutralized by using either a scroll of protection from acid or protection from dragon breath. Use of a great helm offers a +4 on saving throws to prevent blindness. Equipment carried in a container must save vs. acid only if the container itself fails its saving throw (at which point it falls apart).
Incendiary Spittle (Ex?): Once every 1d4 rounds, a common dragonet may a glob of corrosive, incendiary spittle at a single opponent. The dragonet must succeed on a ranged touch attack. The spittle deals 2d10 points of acid damage, and must succeed on a DC X (Reflex? Fortitude?) save or be permanently blinded. Additionally, the spittle is extremely flammable. A victim carrying an open flame (such as a torch, a flaming weapon, or under the effects of a fire shield spell) must succeed on a Reflex save or the spittle ignites in a fiery explosion, dealing 1d8 points of fire damage to the victim and all adjacent creatures and objects. The save DC is Constitution-based.
Should the spittle remain flammable for a few rounds unless the neutralizing effects are made?