Difference between revisions of "Horned Drake"

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| Ability-1-Description = The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC {{#var:Special1SaveDC}}, 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.
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| Ability-1-Description = The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC {{Save-DC}}, 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.
  
  
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| Ability-3-Description = As a standard action, the drake can make a roar attack, dealing {{#var:Special3StandardDmg}} {{dmg|sonic}} damage against targets inside a 10 foot radius within 100 feet, as a ranged touch attack (+{{#var:Special3TouchAttack}} vs target's Touch AC).  Any creature damaged by this roar must also make a Fortitude save, DC {{#var:Special3SaveDC}}, or be [[Blind]] to hearing-based senses (deafened) for 1d6 hours. 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.
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| Ability-3-Description = As a standard action, the drake can make a roar attack, dealing {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage against targets inside a 10 foot radius within 100 feet, as a ranged touch attack at {{TouchAttack}}.  Any creature damaged by this roar must also make a Fortitude save, DC {{Save-DC}}, or be [[Blind]] to hearing-based senses (deafened) for 1d6 hours. 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.
  
  
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| Ability-4-Description = 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 +{{#var:Special4-CR}} points of precision damage on all attacks.  Precision damage is always of the same damage type (e.g. {{dmg|crushing}} 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.
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| Ability-4-Description = 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 +{{CR}} points of precision damage on all attacks.  Precision damage is always of the same damage type (e.g. {{dmg|crushing}} 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.
  
  

Latest revision as of 20:15, 15 August 2019

Horned Drake

Horned Drake (CR 6)

Neutral - Large - Magical Beast
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.

General

Lore Check: Know (Arcana) (Basic: DC 12; Full: DC 27)
Init: +11
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Low-Light Vision 120 ft.
Passive Perception: 21 (Spot: +11, req's move action)

Defense

AC: 24
Maneuver Defense (MD): 23
Hit Points: 82     (Bloodied Value: )    Hit Dice:
Fort: +9    Refl: +9    Will: +5
Special Defenses:
  • ER 2/sonic (energy, common)
Strong Against:
Weak Against:

Offense

Movement Types: Walk 40 ft., Lesser Swim 30 ft.
Space / Reach: 10 ft. / 5 ft.
Standard Attack:
  • 1x Bite + (2d10+6/x2) as crushing (physical, common)
Full Attack:
  • 1x Bite + (2d10+6/x2) as crushing (physical, common)
  • 2x Claw + (2d6+2/x2) as slashing (physical, common)
Standard Ranged:
Maneuver Offense: +11
Siege Damage: Not siege capable
Special Attacks: Intimidating Presence, Reaping Leap, Terrible Roar, Pack Ferocity
Action Points: 0

Statistics

Str: 18    Dex: 17    Con: 17    Int: 5    Wis: 14    Cha: 14
Feats:
Skills:
Languages:

Special Abilities

Intimidating Presence (Su, Aura)

The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC 13, 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)

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)

  • Concentration: 1d20 + 8 vs. a DC of 21 (13 needed on the die)
As a standard action, the drake can make a roar attack, dealing 1d8 points of sonic (energy, common) damage against targets inside a 10 foot radius within 100 feet, as a ranged touch attack at Template:TouchAttack. Any creature damaged by this roar must also make a Fortitude save, DC 13, or be Blind to hearing-based senses (deafened) for 1d6 hours. 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)

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 +1 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.


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.
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

Rewards

XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
Weight: 70 lbs.     Volume: 3 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)