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REDSPAWN BERSERKER LORE<br />
Characters with ranks in Knowledge (arcana), Knowledge<br />
(nature), or Knowledge (religion) can learn more about redspawn<br />
berserkers. When a character makes a skill check, the<br />
following lore is revealed, including the information from<br />
lower DCs.<br />
Knowledge (arcana)<br />
DC Result<br />
10 Descendants of a <strong>dragon</strong> aren’t always of the <strong>dragon</strong><br />
type.<br />
Knowledge (nature)<br />
DC Result<br />
18 Redspawn berserkers are rarely encountered monstrous<br />
humanoids.<br />
23 Redspawn berserkers are fearless fi ghters immune to<br />
fi re, paralysis, and sleep.<br />
28 Redspawn berserkers often focus their attacks on the<br />
last person to wound them in melee. Their attacks<br />
against such creatures are particularly potent.<br />
32 Redspawn berserkers are born to red <strong>dragon</strong>s and red<br />
half-<strong>dragon</strong>s.<br />
Knowledge (religion)<br />
DC Result<br />
18 Redspawn berserkers are some of Tiamat’s spawn.<br />
23 Redspawn berserkers worship Tiamat as their deity and<br />
serve in her armies.<br />
28 Redspawn berserkers are born to red <strong>dragon</strong>s and red<br />
half-<strong>dragon</strong>s.<br />
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mind for her spawn, they instinctually travel to and gather<br />
before her chosen leader in the region, which is often an<br />
aspect of the deity.<br />
TYPICAL TREASURE<br />
Redspawn berserkers carry little gear and even less treasure.<br />
They travel light to maintain their speed, and they exist<br />
only to kill and eat the foes of Tiamat. At most, a redspawn<br />
berserker might have half standard treasure.<br />
REDSPAWN BERSERKERS WITH<br />
CLASS LEVELS<br />
Redspawn berserkers’ favored class is barbarian, although<br />
some become fighters.<br />
SPELLEATER<br />
“Keep that thing away from me.”<br />
—Malidras Siannodel, elf bladesinger<br />
A massive, four-legged creature looms over all other nearby objects,<br />
its armor-plated body reflecting ambient light. The creature hunkers<br />
down close to the ground, its short and powerful legs jutting out<br />
from its sides, planting it firmly in place. The creature’s body flows<br />
directly into its head, a vicious looking snout extending out and<br />
bristling with fangs.<br />
Spelleater CR 14<br />
CN Huge <strong>dragon</strong><br />
Init +6; Senses darkvision 60 ft., low-light vision (4 ×<br />
human), Listen +13, Spot +13<br />
Languages Common, Draconic<br />
AC 31, touch 10, flat-footed 29<br />
(–2 size, +2 Dex, +21 natural)<br />
hp 225 (18 HD)<br />
SR 22<br />
Immune sleep, paralysis<br />
Fort +17, Ref +13, Will +10<br />
Speed 50 ft. (10 squares)<br />
Melee bite +27 (3d6+10/19–20) and<br />
tail +21 (2d6+5)<br />
Space 15 ft.; Reach 10 ft.<br />
Base Atk +18; Grp +36<br />
Atk Options Combat Reflexes, Power Attack<br />
Special Actions devour spell<br />
Spell-Like Abilities (CL 18th):<br />
At will—detect <strong>magic</strong><br />
Abilities Str 31, Dex 14, Con 22, Int 12, Wis 8, Cha 10<br />
Feats Combat Reflexes, Improved Critical (bite), Improved<br />
Initiative, Improved Natural Attack (bite), Power Attack,<br />
Weapon Focus (bite)<br />
Skills Balance +10, Bluff +6, Concentration +16, Diplomacy<br />
+4, Handle Animal +6, Hide +12, Intimidate +16,<br />
Knowledge (arcana) +7, Knowledge (history) +6, Listen<br />
+13, Move Silently +10, Ride +4, Search +13, Sense Motive<br />
+9, Spellcraft +11, Spot +13, Survival +7<br />
Advancement see text<br />
Devour Spell (Su) Any time a character casts a spell on a<br />
spelleater and does not overcome its spell resistance, the<br />
spelleater converts that spell energy into a boost for its<br />
own natural abilities. When a spelleater’s spell resistance<br />
blocks an incoming spell, the creature selects and gains<br />
one of the following benefits, which lasts for a number of<br />
rounds equal to the level of the spell. Multiple<br />
applications of the same benefit do not stack; instead, if<br />
the spelleater chooses the same benefit again before the<br />
first duration has elapsed, use the longer of the two<br />
durations.<br />
Combat Boost: The spelleater gains a +2 bonus on its<br />
melee attack rolls and damage rolls.<br />
Damage Reduction: The spelleater gains DR 5/<br />
adamantine.<br />
Fast Healing: The spelleater gains fast healing 10.<br />
Magic Dampening: The spelleater generates a <strong>magic</strong>dampening<br />
field, causing all spellcasters within 60 feet to<br />
take a –2 penalty to their caster level.<br />
Spelleaters are the result of draconic tampering with the basic<br />
elements of <strong>magic</strong> and life, creatures born and bred to consume<br />
<strong>magic</strong> and those who wield it. Physically resembling an<br />
armored dinosaur but possessing the intelligence and racial<br />
benefits of <strong>dragon</strong>s, spelleaters are dangerous outcasts that<br />
struggle with their own nature in an attempt to stay alive.<br />
STRATEGIES AND TACTICS<br />
Spelleaters tend to attack spellcasters first, trying to goad<br />
them into using their spells quickly. The creatures take full<br />
advantage of their power to devour spells, going after casters<br />
in order to give themselves increased abilities early in the<br />
CHAPTER 4<br />
DRACONIC<br />
BEASTS<br />
119