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CHAPTER 4<br />
DRACONIC<br />
BEASTS<br />
116<br />
insects that live within treetops. Though not a primary<br />
source of nutrition, many huitzils seem to favor butterflies<br />
and enjoy the game of hunting the brightly colored insects.<br />
Some huitzils have been domesticated and make loyal, if mischievous,<br />
pets. Unfortunately, their penchant for scavenging<br />
means that they usually are employed and trained by thieves<br />
to act as accomplices.<br />
Environment: Huitzils live in dark, quiet places and prefer<br />
natural caves near water. Particularly coveted are caverns that<br />
exist behind waterfalls or lie deep in the woods. Huitzils<br />
do not mind traveling a short distance for sustenance but<br />
seem to nest in locations where food, water, and safety are<br />
all close at hand. Domesticated huitzils cannot be caged for<br />
long without becoming miserable (and destructive), so most<br />
keep nests or rooks atop the houses of their owners and fly<br />
free unless called.<br />
Typical Physical Characteristics: Huitzils are usually<br />
about 2 feet long from horned snout to tail, with a wingspan<br />
of roughly 4 feet. They have short, stubby hind legs and<br />
underdeveloped forelimbs, causing them to waddle along<br />
the ground awkwardly. In flight, a huitzil can hover in place<br />
indefinitely by flapping its leathery wings, though most seem<br />
to fly in lazy circles if required to stay in one place.<br />
HUITZIL AS FAMILIARS<br />
Wizards and sorcerers capable of summoning huitzils can<br />
use them as familiars. No special feat or spell is required to<br />
bond a huitzil as a familiar, and particularly mischievous<br />
spellcasters frequently use the creatures as an outlet for their<br />
own trickery. A huitzil behaves as a normal fa amiliar and<br />
grants its master a +3 bonus on Sleight of Hand checks when<br />
the master and familiar are within 1 mile of each other.<br />
PHYNXKIN<br />
“For two days the thing tracked us, never breaking pursuit even<br />
though we pushed hard and fast through the night. It was a breakneck<br />
pace, even for us, but there it stayed, shadowing our footsteps<br />
the whole way.”<br />
—Ivagmar, half-orc ranger,<br />
on being stalked by a phynxkin<br />
This creature stands waist-high to a human, creeping across the<br />
ground like a dangerous hunting cat. Its golden scales reflect light,<br />
and its eyes glow with yellow intensity. The creature’s angular<br />
head comes to a point at a small beak filled with razor-sharp teeth,<br />
suggesting that it can tear through thick hides with relative ease.<br />
Three claws on each paw curve wickedly forward, giving the animal<br />
a semblance of both feline and draconic ancestry.<br />
Phynxkin CR 1<br />
Always N Medium animal (<strong>dragon</strong>blood)<br />
Init +5; Senses low-light vision; Listen +0, Spot +0<br />
AC 13, touch 11, flat-footed 12<br />
(+1 Dex, +2 natural)<br />
hp 6 (1 HD)<br />
Fort +4, Ref +3, Will +0; +2 on saves against spells<br />
Speed 40 ft. (8 squares), climb 20 ft.<br />
Melee bite +2 (1d6+2) and<br />
2 claws –3 each (1d4+1)<br />
Space 5 ft.; Reach 5 ft.<br />
Base Atk +0; Grp +2<br />
Atk Options pounce<br />
Abilities Str 14, Dex 13, Con 14, Int 2, Wis 8, Cha 8<br />
Feats Improved Initiative<br />
Skills Climb +8, Hide +3, Listen +0, Move Silently +4,<br />
Spot +0<br />
Pounce (Ex) When a phynxkin makes a charge, it can follow<br />
with a full attack.<br />
Phynxkin are sleek, predatory drakken that move with the<br />
grace of hunting cats. Though dangerous in the wild, some<br />
domesticated phynxkin serve as loyal companions to those<br />
willing to train them.<br />
STRATEGIES AND TACTICS<br />
Most phynxkin use Hide and Move Silently to sneak up on<br />
an opponent before making an attack. If one has sufficiently<br />
scouted a foe and can predict its path (such as with adventurers<br />
following a well-worn trail through a forest), the phynxkin<br />
often climbs to higher ground and leaps down, using its<br />
pounce ability to get a full attack along with its movement.<br />
In groups, phynxkin are highly mobile and enjoy switching<br />
targets in the middle of a fight. They use their speed to<br />
charge an opponent, pounce, and then in subsequent rounds<br />
disengage to flee and attack another target, while its allies<br />
continue to attack the first target. Fighting a pack of phynxkin<br />
can be very dangerous, because they move so quickly that it<br />
is often difficult to continue sustained attacks against the<br />
same one each round.<br />
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PHYNXKIN LORE<br />
Characters with ranks in Knowledge (nature) can learn more<br />
about phynxkin. When a character makes a skill check, the following<br />
lore is revealed, including the information from lower<br />
DCs.<br />
Knowledge (nature)<br />
DC Result<br />
11 Phynxkin are predatory animals of ancient draconic<br />
an cestry with a passing physical resemblance to<br />
<strong>dragon</strong>s.<br />
16 Phynxkin are pack animals that hide their young far from<br />
where they hunt. A lone phynxkin is rarely seen, and<br />
more often is just a distraction to herd prey into the<br />
trap of a larger hunting group.<br />
21 Phynxkin are adept hunters and can attack with both<br />
claws and teeth, even when charging at full speed. They<br />
are also surprisingly resistant to <strong>magic</strong>.<br />
26 Phynxkin possess draconic blood and sometimes grow<br />
to unusual size in the presence of <strong>dragon</strong>s or draconic<br />
<strong>magic</strong>.<br />
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