House Drake

(Generated 30 times)
Namelist None
Rank Novice
Race Dragon
Cult rank None
Notes The eyes of this purple-scaled dragon glint with a mischievous intelligence and the sting of its tail has a silvery sheen. The house drake is not a true drake, but rather an unusual variant of the more common pseudodragon—an example of how a creature placed under extreme conditions might adapt and evolve to grow stronger. In this case, house drakes are the result of brutal and violent predations upon their pseudodragon ancestors by imps, who began to become a true infestation in the early years after the mages guild was founded and its students began accidently releasing the little devils into the urban wilds after failing to claim them as familiars. These imps found the indigenous pseudodragons to be a delightful (and delicious) population to torment, for there was little that the pseudodragons could do against an imp’s defenses. It wasn’t long before the most able, wise, and stubborn of the city’s pseudodragons began fighting back. Many nobles decorate their roofs with tiny amounts of precious metals, among them silver-lined weather vanes, shingles, and gutters designed to catch the sunlight to give their homes a distinctive sparkle in the sunlight. By spending years sharpening stings and teeth against these silver-enhanced decorations, or sneaking drinks of holy water from outdoor fonts at various temples, some house drakes have effectively transformed themselves into deadly weapons against the city's imps. Others gained this by chewing on silver coins to build up traces of the metal in their teeth and stings to be able to penetrate their enemy’s supernatural skin. They also spent time focusing their studies on magic to see through impish invisibility and recover from the constant fights, and gorging on fat dream spiders to develop a befuddling breath weapon. The evolution of the pseudodragon into the house drake took only a few generations, quickly enough that many scholars suspect the outside influence of a mysterious patron of some supernatural source. Immunity to sleep and paralysis Spell-Like Abilities Constant—see invisibility 3/day—cure light wounds 1/day—alarm, obscuring mist obscuring mist Range 20 ft. Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min./I Saving Throw none A misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away counts as poor visibility (attacks are hard). Creatures farther away have count as partial darkness (formidable). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. Breath Weapon: Up to three times per day and no more than once every 1d4 rounds, a house drake can breathe out a small cloud of silver mist in a 10-foot cone. All creatures in this area must succeed at an opposed WIL roll or be confused for 1 round. This is a mind-affecting effect. Ferocious Will: House drakes have a stubborn streak of fierce independence and gain a +10 bonus on WIL saves (this bonus is included in the stats). In addition, the first time in a day that a house drake successfully saves against a mind-affecting spell or spell like ability, the caster of the spell must succeed at an opposed WIL save or be staggered for 1 round (unable to attack or cast spells) by a blast of magical, mental feedback. Silver Strike: All of a house drake’s natural attacks are treated as being silver (and or good) for the purposes of overcoming damage reduction.
STR 2d6+4
CON 2d6+8
SIZ 1d4+4
DEX 2d6+15
INT 1d6+12
POW 2d6+8
CHA 2d6+6
D20Hit locationArmor
01-02 Tail 3
03-04 Right leg 3
05-06 Left leg 3
07-08 Hindquarters 3
09-10 Right Wing 3
11-12 Left Wing 3
13-14 Forequarters 3
15-16 Right Front Leg 3
17-18 Left Front Leg 3
19-20 Head 3
Movement 4m (12m Fly)
Natural armor Yes

Non-random features

Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Immunity to poison***
Ability ***Breathe Flame*** The flame covers a cone CON in metres. width of the cone is one quarter of the CON. Any in the flame suffers fire-based damage to all hit locations, Evade halves. Armour Points count as normal unless otherwise noted. A creature can only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time require the creature to pass Endurance rolls with each roll becoming one grade harder, or suffer a level of Fatigue.
Ability ***Perceptive (Smell) *** extremely perceptive. can roll one Difficulty Grade easier when using perception skill involving sight

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+10 Deceit INT+CHA+40
Endurance CON+CON+30 Evade DEX+DEX+20 Influence CHA+CHA+40
Insight INT+POW+30 Locale INT+INT+20 Perception INT+POW+30
Stealth DEX+INT+40 Willpower POW+POW+50

Professional skills

Streetwise POW+CHA+30 Track INT+CON+30

Custom skills

Language (infernal) INT+CHA+30 Good (chaotic) POW+POW+30 Fly DEX+STR+60
Lore (Dragon and devil) INT+INT+20

Combat styles

imp killer (Bite and Sting)STR+DEX+40

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Sting (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d4 S T - grip Y Y 0 0 Head
Sting 1h-melee 1d4 S M - impale Y Y 0 0 Tail