Horned Drake

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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.


GENERAL

CR 6 Hit Dice 9

XP 2,400

N Large Magical Beast

Init +3; Senses Low-Light vision 120 ft., Perception +9


DEFENSE

AC 24, touch 15, flat-footed 19 (+5 dex, +9 armor)

hp 82

Fort +9, Ref +9, Will +5

Aura: Intimidating Presence, 5 ft.

SR: -

Special Defenses: ER 15/sonic

Immunities: -

Weaknesses: -


OFFENSE

Speed 40 ft, Swim 30 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Bite +10 (1d8+3/x2)

Full Melee Bite +10 (1d8+3/x2), 2x Claws +10 (1d6+1/x2)

Ranged Terrible Roar +10 (1d8+3/x2) ranged touch sonic damage, plus deafness, see Reaping Leap

Special Attacks Intimidating Presence, Pack Ferocity, Terrible Roar, Reaping Leap

Action Points 0


STATISTICS

Str 18, Dex 17, Con 17, Int 5, Wis 14, Cha 14

Base Atk +6; CMB +12; CMD 24

Feats -

Skills Stealth +9, Bluff +9

Languages -


SPECIAL ABILITIES

Intimidating Presence (Aura)

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

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 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.


Terrible Roar

A Horned Drake's roar attack deals sonic damage 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 further Terrible Roar attacks.


Pack Ferocity

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 damage on all attacks. This bonus does not stack with itself, regardless of how many allies are within range.


TREASURE

sell value of approximately 1,875 gp


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.