Horned Drake

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Horned Drake (CR 10)

Neutral - Large - Magical Beast
Lore: Know (Arcana)
20 35
Basic DC Full DC
Initiative
Initiative Icon 2.png
16
Perception:
30 +20
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
28
Man Def
Shield Icon 3.png
28
Monster Health
210 105 16
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +12
Will: +7

Strong Against:

  • ER 16/sonic (energy, common)
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+17
Sword Icon 3.png
Man Off
+17
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +17 (2d10+15/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Bite +17 (2d10+15/x2)
    as crushing (physical, common)
  • 2x Claw +17 (2d6+6/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

18
STR
17
DEX
17
CON
5
INT
14
WIS
14
CHA

Skills:

Languages:

Feats:

Special Abilities

Intimidating Presence (Su, Aura) Automatic

The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC 20, or become Nervous. Creatures which fail this save may make a new save at the end of each of their turns to end it, at the same DC. Once a creature succeeds on this save, they may not be affected by this, or any other horned drake's Intimidating Presence ability for 24 hours.

Reaping Leap (Su) Full Attack Action 1/Enc

Once per encounter as a full attack action, a Horned Drake may roll a Bluff Check as a feint action against any foe within 40 feet. The DC of the Drake's Bluff check is either 10 + the victim's Sense Motive bonus, or 10 + half victim's level + victim's Wis modifier, which ever is higher. If successful, they move adjacent to the victim's space without provoking attacks of opportunity from any creature and make a full attack (bite and 2x claws) against the victim.

If they fail the Bluff check, they make a regular Charge attack instead, provoking attacks as normal, and make only a single Bite attack. Note that if they are forced to make a charge attack, they must obey all the normal rules for a charge. If they are unable to perform a legal charge, their attack is lost.

Terrible Roar (Sp) Standard Action
  • Concentration: 1d20 + 12 vs. a DC of 25 (13 needed on the die)

As a standard action, the drake can make a roar attack, dealing 2d8+10 points of sonic (energy, common) damage against targets inside a 10 foot radius (a 4x4x4 square space) within 100 feet of their own space, as a ranged touch attack at 1d20 + 20 vs. AC (always hits on a 17+ on the die). Note that much like their smaller cousins, Guard Drakes, this ability is very loud, and all creatures within 500 feet of the Guard Drake gain a +10 on perception checks to notice the drake is in a combat, and those within 100 feet do not take range penalties on the check.

Any creature damaged by this roar must also make a Fortitude save, DC 20, or be Blind to hearing-based senses (deafened) until the end of their next full night's rest. Note that once deafened, victims are immune to any further status effects inflicted by any Terrible Roar attacks (but not the damage). Because this is a spell-like ability, the drake must make a defensive casting Caster Check in order to cast it while in melee. Because this check is so hard, the drake will avoid using this ability while in melee if at all possible.

Pack Ferocity (Ex) Automatic

If a Horned Drake hits with a bite attack or Reaping Leap while it is within 2 squares of any other creature it considers an ally, its innate ferocity grants it +10 points of precision damage on all attacks. Precision damage is always of the same damage type (e.g. crushing (physical, common) as the attack which inflicts it. Pack Ferocity does not stack with itself, regardless of how many allies are within range, nor is it multiplied on a critical hit.

Horned Drake

Horned Drake

Drakes are reptilian beasts that compete in the wild against wolves, bears, and other modest predators. They are omnivores when required (although they prefer meat) and their slow, efficient metabolisms mean an amazing number of them can live in a given area.

Horned Drakes are large, substantial creatures, handsome and dangerous, who can become frighteningly abundant quickly. Horned drakes travel in packs, and hunt using simple but efficient pack tactics.

Combat Tactics

Horned Drakes are incredibly ferocious ambush predators. It is literally 'scream and leap' for these bloodthirsty things. Horned Drakes are not as clever as their smaller cousins, but with their natural abilities, they hardly need to be. They generally hide using their quite good Stealth skill within 40 feet of a well-traveled corridor or trail, or they will hide next to water holes, doorways, salt licks, and the like.

When time comes to attack, they will reveal themselves with a volley of terrible roars, and only after the foes are 'softened up' and reeling from deafness will they surge to the attack with Reaping Leap. These load, carrying roars are very likely to draw the attention of allied monsters, so be aware.

Horned Drakes know all about Pack Ferocity and will exploit it at every opportunity. They will also use flanks whenever they have a chance, especially if they have a Reaping Leap saved up. Oddly, horned drakes are unaware of their Intimidating Presence and will rarely maneuver to maximize it.

Out of Combat

Horned Drakes are capable and aggressive ambush predators who hunt in packs. They compete in the wild with Bears and wolves and the big cats, although they do not tolerate cold exceptionally well. They are very well adapted for warm plains, jungles, swamps, and the like. Drakes can also be found in caves and dungeons, when they serve as efficient ambush predators.

Horned drakes are occasionally found as domesticated hunters, especially with lizardmen and the like. When domesticated in this way, Horned Drakes are still very dangerous, but much like their smaller cousins, the guard drakes, Horned Drakes are very good warning beasts, as their roars in combat ore very loud and carrying, and can easily alert their minders of intruders.

Rewards

XP: 9,600

Treasure: Sellable Goods worth 6,875 gp.

Weight: 100 lbs.     Volume: 4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)