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chromatic dragons.pdf - Free

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Dragonkin Defender TacticsDragonkin defenders devote their lives to ensuringthat no enemy reaches their master. Fighting in teamsof two or three, they engage a single foe at a time; oneuses none shall pass to weaken the target, and all focustheir attacks on it until it is slain.Pact-Bound AdeptLevel 6 Artillery (Leader)Small natural humanoid (reptile) XP 250Initiative +6 Senses Perception +3; darkvisionHP 58; Bloodied 29AC 18; Fortitude 17, Reflex 18, Will 20; see also trap senseResist 5 fireSpeed 6, fly 4 (clumsy)m Quarterstaff (standard; at-will) ✦ Weapon+11 vs. AC; 1d8 damage.r Flaming Staff (standard; at-will) ✦ Fire, WeaponRequires quarterstaff; ranged 10; +13 vs. Reflex; 1d6 + 5 firedamage, and the target takes ongoing 5 fire damage (save ends).M Fierce Rebuke (immediate reaction, when an enemy movesadjacent to the pact-bound adept; recharge ⚄ ⚅) ✦ FearThe adept attacks the triggering enemy; +13 vs. Will; the targetis pushed 3 squares and weakened (save ends).R Dragon’s Grace (minor; recharge ⚄ ⚅)Ranged 10; one ally gains resist 10 against a damage type of theadept’s choice until the end of the encounter.A Healing Burst (standard; recharge ⚄ ⚅) ✦ HealingArea burst 2 within 10; allies in the area regain 20 hit points.Shifty (minor; at-will)The adept shifts 1 square.Trap SenseThe adept gains a +2 bonus to all defenses against traps.Alignment Evil Languages Common, DraconicSkills Arcana +10, Stealth +8, Thievery +8Str 11 (+3) Dex 17 (+6) Wis 10 (+3)Con 16 (+6) Int 14 (+5) Cha 21 (+8)Equipment quarterstaffPact-Bound Adept TacticsOf all dragonkin, these kobolds have the closest connectionto their dragon masters. Their bond lets themchannel their masters’ breath weapons. Pact-boundadepts don’t engage foes directly. They hang backbehind sentries and defenders to strike from afar. Ifan enemy closes, the adept creates a fierce rebuke todrive it away.Encounter GroupsMost <strong>dragons</strong> ignore kobolds, seeing them as vermin,but a few exploit the fanaticism and ingenuity ofthese creatures to defend their lairs.CUSTOMIZING DRAGONKINThe dragonkin kobolds presented here serve a red dragonmaster. To create other varieties of dragonkin, replacetheir powers’ fire keyword with a keyword appropriateto the chosen dragon’s breath weapon.Level 8 Encounter (XP 1,800)✦ 1 hobbler trap savant (level 6 controller)✦ 2 hobbler decoys (level 4 skirmisher)✦ 4 hobbler trapmasters (level 2 skirmisher)✦ 5 kobold minions (level 1 minion, MM 167)✦ 1 pendulum scythe (level 4 lurker trap, DMG 88)✦ 4 false-floor pits (level 1 warder trap, DMG 87)Level 9 Encounter (XP 2,100)✦ 1 gibbering mouther (level 10 controller, MM 126)✦ 2 wyrmwarped scaleshapers (level 6 elitecontroller)✦ 4 wyrmwarped atrocities (level 4 brute)✦ 4 kobold minions (level 1 minion, MM 167)Level 12 Encounter (XP 3,250)✦ 1 young red dragon (level 7 solo soldier, MM 82)✦ 1 pact-bound adept (level 6 artillery)✦ 2 dragonkin defenders (level 6 soldier)✦ 4 dragonkin sentries (level 5 skirmisher)✦ 8 kobold minions (level 1 minion, MM 167)THE KOBOLD VICTORY TABLEWhen a kobold reduces a character to 0 or fewer hitpoints, roll d20 and refer to the following table if youwant to inject some random craziness into your game.1–10 No effect. Chitters, giggles, or does a little victorydance.11 Kill things, take their stuff! Spends minor actionto pick item off the fallen adventurer then runs offto hide its treasure.12 Ask not what you can do for the tribe! Spends1 round delivering a victory speech. All koboldswithin 5 squares heal 5 hit points.13 I attribute my success solely to luck! Immediatelyhides in its victim’s backpack or under hisunconscious/dead form.14 Whoa! That’s never happened before! Stunneduntil the end of its next turn.15 Come get some! Spends 1 round taunting thenearest PC.16 Victory! Lets out an inspiring whoop grantingko bolds within 5 squares +1 on attacks for therest of the fight.17 You’re next! Gains 1 action point.18 This will only anger them! Flees but returns tofight in 1d4 rounds.19 I’m only getting started! Heals back up toits bloodied hit points, or up to full if not yetbloodied.20 Fear me! Gains +2 on attack rolls and damage and+1 on defenses until the end of the encounter.KOBOLDCHAPTER 4 | New Monsters227

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