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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

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