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STRATEGIES<br />
AND TACTICS<br />
Huitzils are curious animals that prefer observation<br />
to combat. Easily distracted and insatiably<br />
nosy, huitzils often wander into civilized areas<br />
to investigate and lay claim to any small object left<br />
unattended. Like other birds, huitzils flee if pursued<br />
by humans or other larger animals, but most return<br />
to their exploration once they believe it is safe to do<br />
so. Small flocks of huitzils have been known to do<br />
slight structural damage when panicked or scared,<br />
but for the most part, they simply sit back and watch.<br />
If directly attacked, a huitzil makes every attempt<br />
to flee to safety, only lashing out with its talons as a<br />
means to dissuade pursuit. In the rare cases of huitzil<br />
attacks, most victims are found to have provoked or<br />
antagonized the creature in some way.<br />
Huitzil<br />
CHAPTER 4<br />
DRACONIC<br />
BEASTS<br />
SAMPLE ENCOUNTER<br />
Huitzils prefer to stay far away from conflict while<br />
still getting a good glimpse of any valuables left<br />
unattended.<br />
The Great Huitzil Caper (EL 2): A trio of huitzils<br />
work together to steal a shiny bauble from any travelers<br />
foolish enough to set up camp within their<br />
territory. Two huitzils attack a tent or other stationary<br />
object (such as a wagon or crate), squawking loudly<br />
and thrashing about to draw the attention of camp<br />
members. When the travelers move to investigate, a<br />
third huitzil dashes in and whisks away a trinket or<br />
shiny object, and then all three flee to safety to ogle<br />
their new prize.<br />
ECOLOGY<br />
Like other drakken, huitzils have draconic blood that<br />
has been diluted to the point where they are merely normal<br />
Illus. by J. Zhange<br />
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HUITZIL LORE<br />
Characters with ranks in Knowledge (nature) can learn more<br />
about huitzils. When a character makes a skill check, the following<br />
lore is revealed, including the information from lower DCs.<br />
Knowledge (nature)<br />
DC Result<br />
11 Huitzils are flying animals with draconic blood far back<br />
in their ancestry, capable of amazing feats of flight.<br />
16 Huitzils are notoriously curious and have a penchant<br />
for theft, making it a bad idea to leave objects unattended<br />
when huitzil are known to be nearby.<br />
21 Domesticated huitzils can be trained to take advantage<br />
of their love of shiny trinkets and are often kept by<br />
thieves that use the animals to retrieve hard-to-reach<br />
items.<br />
26 Some wizards use huitzils as familiars, relying on the<br />
creatures’ quickness to deliver touch spells.<br />
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animals with draconic features. No other drakken<br />
more closely resembles a <strong>dragon</strong> than the huitzil,<br />
which scholars believe resulted from the pairing of a<br />
bat or bird with an ancient <strong>dragon</strong>. Huitzils are mostly harmless,<br />
if a bit annoying for lazy travelers who do not keep a neat<br />
camp, as their insatiable curiosity usually leads to the theft of<br />
anything left unattended. Like raccoons and crows, they favor<br />
shiny objects that can be carried off with ease. Additionally,<br />
huitzil males try to steal such items to prove their worthiness<br />
as mates, establishing alpha status by bringing back bigger<br />
and better treasures. After a successful theft, a male huitzil<br />
usually stands atop its prize and squawks loudly, flapping its<br />
wings to attract potential mates to see the object.<br />
Huitzils are social creatures that travel in flocks of up to one<br />
hundred. Powerful and maneuverable fliers, they typically<br />
subsist on fruits that grow high in tall trees or, on occasion,<br />
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