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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 6
[[Category:CR 6]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Horned_drake.jpg|384px|right|xx]]
| MonsterName = Drake, Horned
== Horned Drake (CR 6) ==
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.
| Image = Horned_drake.jpg
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


=== GENERAL ===
| Role =  
'''CR''' 6  '''Hit Dice''' 9
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


'''XP''' 2,400
| Description = 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.


N Large Magical Beast
: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.


'''Init''' +3; '''Senses''' Low-Light vision 120 ft., Perception +9
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


=== DEFENSE ===
| Size = Large
'''AC''' 24, '''touch''' 15, '''flat-footed''' 20 (+4 armor, +4 dex, +5 natural, +1 deflection)
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''hp''' 82
| Type = Magical Beast
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Fort''' +9, '''Ref''' +9, '''Will''' +5
| Subtype =
  <!--If any-->


'''Aura:''' Intimidating Presence, 5 ft.
| NudgeInit =
  <!--CR 6 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''SR:''' -  
| Senses = [[Low-Light Vision]]
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Special Defenses:''' ER 15/sonic
| NudgePerception =
  <!--CR 6 PERCEPTION = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Immunities:''' -
| NudgeAC =
  <!--CR 6 AC = 24 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' -
| NudgeTouchAC =
  <!--CR 6 TOUCH AC = 15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== OFFENSE ===
| NudgeFFAC =  
'''Speed''' 40 ft, Swim 30 ft.
  <!--CR 6 FLAT-FOOTED AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Space / Reach:'''  10 ft. / 5 ft.
| NudgeHitPoints =
  <!--CR 6 HIT POINTS = 82 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Single Melee''' Bite +11 (1d8+7/x2)


'''Full Melee''' Bite +11 (1d8+7/x2), 2x Claws +11 (1d6+2/x2)
<!--  SAVING THROWS  -->


'''Ranged''' Terrible Roar +11 (1d8+7) plus deafness, range touch within 100 feet, spell-like ability (provokes)
| Fort = S
| Refl = S
| Will =
  <!--CR 6 STRONG SAVE = +9; WEAK SAVE = +5 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Special Attacks''' Intimidating Presence, Pack Ferocity, Terrible Roar, Reaping Leap
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Action Points''' 0
| SR =
  <!--Values: Y (for Yes), or leave blank-->


=== STATISTICS ===
| NudgeSR =  
Str 18, Dex 17, Con 17, Int 5, Wis 14, Cha 14
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Base Atk''' +6; '''CMB''' +10; '''CMD''' 20
| SpecialDefenses = ER 15/sonic
  <!--Put any DR or ER values here-->


'''Feats''' -
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Skills''' Stealth +9, Bluff +9
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Languages''' -
| MoveTypes = Walk 40 ft., [[Lesser Swim]] 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


=== SPECIAL ABILITIES ===
| NudgeReach = -1
; Intimidating Presence (Su, [[Universal Monster Rules#Aura|Aura]])
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will save, DC 16 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.  If the Drake beats the victim's Sense Motive roll, they move adjacent to the victim's space without provoking attacks of opportunity from any creature and make two Claw attacks.  If they fail the Bluff check, they make a 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 check: d20+8 vs. DC 21
As a standard action, the drake can make a roar attack, dealing 1d8+7 sonic damage to a single target within 100 feet as a ranged touch attack.  Any creature damaged by this roar must also make a Fortitude save, DC 16, or be [[Deafened]] for 1d6 hours. Note that once deafened, victims are immune to any further status effects inflicted by any Terrible Roar attacks.  Because this is a spell-like ability, the drake must make a concentration 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)
<!--  GENERAL ATTACK INFORMATION  -->
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 +5 points of precision damage on all attacks.  Pack Ferocity does not stack with itself, regardless of how many allies are within range, nor is it multiplied on a crit.


=== TREASURE ===
| MeleeOrNatural = Natural
sell value of approximately 1,875 gp
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->


=== COMBAT TACTICS ===
| MultipliedDamageType =  
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.
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


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.
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->


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.
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 6 PRIMARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 6 PRIMARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 PRIMARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Claw
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 6 SECONDARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 6 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 6 TERTIARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 6 TERTIARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 TERTIARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 6 QUATERNARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 6 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes = none, but see 'Terrible Roar'
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 6 RANGED TO-HIT = +11 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 6 RANGED DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 18
| Dex = 17
| Con = 17
| Int = 5
| Wis = 14
| Cha = 14
 
| NudgeCMB =
  <!--CR 6 CMB = +10 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 6 CMD = 20 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 = Bluff
| Skill3 = Survival
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 6 SKILLS = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Intimidating Presence
 
| Ability-1-Type = Su; [[Universal Monster Rules#Aura|Aura]]
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special1SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special1StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Reaping Leap
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special2SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special2StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Terrible Roar
 
| Ability-3-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = As a standard action, the drake can make a roar attack, dealing {{#var:Special3StandardDmg}} 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 [[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 concentration 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special3SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special3StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Pack Ferocity
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| 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 +5 points of precision damage on all attacks.  Pack Ferocity does not stack with itself, regardless of how many allies are within range, nor is it multiplied on a critical hit.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special4SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special4StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special5SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special5StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special6SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special6StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special7SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special7StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special8SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special8StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special9SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special9StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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  -->
 
| OutOfCombat =
 
 
}}

Revision as of 15:44, 21 July 2016

Drake, Horned (CR 6)

Neutral - Large - Magical Beast
Lore: Know (Arcana)
12 27
Basic DC Full DC
Initiative
Initiative Icon 2.png
10
Perception:
20 +10
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
22
Monster Health
81 40 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +9
Will: +4

Strong Against:

  • ER 15/sonic
Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+10
Sword Icon 3.png
Man Off
+10
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +10 (1d10+9/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Bite +10 (1d10+9/x2)
    as undefined damage typeExpression error: Unexpected < operator.

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)

The first time any horned drake ends its move adjacent to an enemy, that enemy must make a Will 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.

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 sonic damage against targets inside a 10 foot radius within 100 feet, as a ranged touch attack (+ vs target's Touch AC). Any creature damaged by this roar must also make a Fortitude save, DC , or be 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 concentration 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 +5 points of precision damage on all attacks. Pack Ferocity does not stack with itself, regardless of how many allies are within range, nor is it multiplied on a critical hit.

Drake, Horned

Drake, Horned

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.
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: 60 lbs.     Volume: 2.4 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)