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CHAPTER 4<br />
DRACONIC<br />
BEASTS<br />
Flight of the Drakkensteed (EL 7): Four drakkensteeds<br />
pause by a lake to drink, resting their wings between legs of a<br />
long journey. Three of the drakkensteeds quench their thirst,<br />
while the fourth keeps watch. If anyone intrudes upon them<br />
and fails to remain hidden, the drakkensteeds immediately take<br />
wing and fly away. If a creature or character approaches within<br />
30 feet of the drakkensteeds before being noticed, all four<br />
drakkensteeds attack and attempt to trample the intruders.<br />
ECOLOGY<br />
Most people consider drakkensteeds nothing but a myth.<br />
Descendants of an ancient blending of <strong>dragon</strong> and horse<br />
blood, drakkensteeds are intelligent and easily frightened,<br />
preferring to stay far from humanoids for fear that they<br />
might be captured or harmed. Few live drakkensteeds have<br />
ever been seen up close, and the beasts remain a mystery to<br />
most natural scholars.<br />
Drakkensteeds live in small, wild herds away from the<br />
reaches of civilization, but they are inherently social animals.<br />
Their herds move as one, sleep as one, graze as one, and are as<br />
tightly knit as some humanoid families. Some rumors suggest<br />
that drakkensteeds will take revenge for a fallen member of<br />
the herd, though more likely this is just the result of their<br />
protective nature. Drakkensteeds fly from danger whenever<br />
they can, but if threatened, they can be more dangerous than<br />
a charging bull.<br />
Most drakkensteeds are content to live simple lives, moving<br />
from one location to another to graze. Competition for mates<br />
within a herd is usually fierce and violent, frequently leaving<br />
potential male suitors dead or mortally wounded. Female<br />
drakkensteeds are equally fierce in their choice of mates,<br />
sometimes joining in a fight for dominance to assist the male<br />
that they consider the worthiest.<br />
Environment: Drakkensteeds typically live in secluded<br />
areas, far from civilization of any kind. One of their favored<br />
homes is a forgotten garden or forest, an area of untamed<br />
wilderness that has passed beyond the memories of mortals.<br />
A very few drakkensteeds will live near druid circles, but<br />
only if those circles are isolated from the rest of the world.<br />
Typical Physical Characteristics: Drakkensteeds are<br />
huge by animal standards, combining the size and shape of<br />
a warhorse with the wingspan of a <strong>dragon</strong>. Drakkensteeds<br />
stand taller than most humans and have a wingspan of<br />
roughly 15 feet, allowing them to fly with ease. They also<br />
possess a long, <strong>dragon</strong>like tail that they use in self-defense<br />
and to balance their large bodies during flight. This tail is<br />
typically 5 to 7 feet long, though it usually remains curled<br />
around the drakkensteed’s hindquarters when not in use.<br />
the drakkensteed detects the character, it flees immediately.<br />
If the character manages to approach within 30 feet, she can<br />
then attempt a DC 25 Handle Animal check to convince the<br />
drakkensteed to allow her to come close enough. Paladins<br />
who have drakkensteed mounts need not make these checks<br />
on their own mounts.<br />
Captured and domesticated drakkensteeds are extremely<br />
rare; a trained young specimen can cost up to 15,000 gp. The<br />
few trainers who can tame such a beast usually charge around<br />
3,000 gp for their services.<br />
HUITZIL<br />
“Upon further research, it has become quite evident that huitzil<br />
make challenging familiars due to their tendency to hoard any spell<br />
components that reflect too much light.”<br />
—Naelan, half-elf wizard and Lord of the Uttercold<br />
This small flying creature resembles a tiny <strong>dragon</strong> with short<br />
forelimbs and a potbelly. Its leathery wings beat quickly to keep it<br />
afloat, and it flutters about with casual, yet quick movements. Its<br />
jagged beak features a slight underbite, and a single horn protrudes<br />
from its snout, jutting straight up from the beak. The creature has<br />
a very short neck that almost puts its head directly attached to its<br />
upper body.<br />
Huitzil CR 1/3<br />
Always N Tiny animal (<strong>dragon</strong>blood)<br />
Init +2; Senses low-light vision, Listen +0, Spot +2<br />
AC 17, touch 14, flat-footed 15<br />
(+2 size, +2 Dex, +3 natural)<br />
hp 4 (1 HD)<br />
Fort +2, Ref +4, Will +0<br />
Speed 10 ft. (2 squares), fly 60 ft. (average)<br />
Melee bite +4 (1d3–3) and<br />
talons –1 (1d2–3)<br />
Space 2–1/2 ft.; Reach 2–1/2 ft.<br />
Base Atk +0; Grp –11<br />
Atk Options distract<br />
Abilities Str 5, Dex 15, Con 10, Int 2, Wis 11, Cha 8<br />
Feats Hover, Weapon Finesse B<br />
Skills Hide +10, Listen +0, Search +0, Sleight of Hand* +6,<br />
Spot +2<br />
* Huitzils have a +4 racial bonus on Search and Sleight of<br />
Hand checks.<br />
Distract (Ex) Huitzils are adept at making lots of noise and<br />
getting in the way, and when their nests are threatened,<br />
they often fly at a predator’s head in an attempt to<br />
distract it. As a standard action, a huitzil can make a<br />
melee touch attack with a +4 attack bonus against a<br />
creature whose space it shares. If successful, that target<br />
takes a –2 penalty on attack rolls for 1 round.<br />
114<br />
DRAKKENSTEEDS AS MOUNTS<br />
Like horses, drakkensteeds can be used as mounts. Finding<br />
and domesticating a drakkensteed is no easy task; most are too<br />
frightened by humanoids to allow a character to come close.<br />
Any PC approaching a drakkensteed must succeed on both a<br />
Hide check and a Move Silently check to avoid detection. If<br />
Huitzils are small, mischievous drakken descended from<br />
the ancient coupling of <strong>dragon</strong>s and birds. Possessing the<br />
curiosity and love for treasure found in both <strong>dragon</strong>s and<br />
crows, they frequently cause minor trouble for travelers in<br />
their domains and are considered little more than an annoyance<br />
by those they bother.