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SPELLEATER LORE<br />
Characters with ranks in Knowledge (arcana) can learn more<br />
about spelleaters. 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 />
24 Spelleaters are rare draconic creatures that date back<br />
to the dawn of civilization.<br />
29 Spelleaters favor attacking spellcasters and pose a<br />
major threat to wizards and sorcerers.<br />
34 Spelleaters can consume the <strong>magic</strong>al energy of spells<br />
used against them, converting the spells into fuel to<br />
boost their own natural abilities.<br />
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thus there is a great deal of competition among spelleaters<br />
for dominance.<br />
TYPICAL TREASURE<br />
Unlike true <strong>dragon</strong>s, spelleaters do not hoard treasure or<br />
wealth. More highly prized are <strong>magic</strong> items that they can<br />
slowly devour to sate their hunger. They often keep a stash<br />
of <strong>magic</strong> items for emergencies, such as when they are nearly<br />
consumed by the desire to destroy and devour casters. Hopefully,<br />
the enchanted objects will see them through until they<br />
can regain their composure.<br />
ADVANCED SPELLEATERS<br />
Spelleaters of up to 22 Hit Dice are Huge, while the few that<br />
grow to 23 to 30 Hit Dice are Gargantuan. Creatures of that<br />
size result only when a spelleater fully gives in to hunger,<br />
gorging itself on spellcasters and <strong>magic</strong>. Fortunately, most<br />
spelleaters manage to restrain themselves.<br />
SPELLEATERS IN EBERRON<br />
Like most other <strong>dragon</strong>s in Eberron, spelleaters are extremely<br />
rare and try to stay out of the affairs of humanoids. Scholars<br />
believe that <strong>dragon</strong>s created spelleaters during the Age of<br />
Demons, sending them to hunt down and destroy infernal<br />
spellcasters encroaching upon the land. When that era ended,<br />
most spelleaters settled on Argonessen or fled to the icy lands<br />
to the northwest of the Demon Wastes.<br />
SPELLEATERS IN FAERÛN<br />
A very small number of spelleaters exist in Faerûn; most of<br />
them were hunted nearly to extinction long ago. The few<br />
remaining family groups live in seclusion north of the Spine<br />
of the World in Icewind Dale, hiding in order to avoid being<br />
completely eradicated by fearful wizards.<br />
TWILIGHT GUARDIAN<br />
“It’s just a bunch of rocks and dirt—nothing to be afraid of. We<br />
should have brought a gardener.”<br />
—Zerric, a dwarf warrior,<br />
encountering his first twilight guardian<br />
This creature resembles a <strong>dragon</strong> in form but is made of a combination<br />
of wood, earth, and stone. It has two shining eyes of reflective<br />
obsidian but no mouth, with a ridge of spines running down its back<br />
to the end of its thorny tail. Twisted vines and roots crisscross its<br />
body, giving the beast the appearance of a mouthless <strong>dragon</strong> pieced<br />
together from various parts of the land.<br />
Twilight Guardian CR 7<br />
Always N Large plant (<strong>dragon</strong>blood)<br />
Init +2; Senses low-light vision, Listen +2, Spot +2<br />
AC 19, touch 11, flat-footed 17<br />
(–1 size, +2 Dex, +8 natural)<br />
hp 76 (8 HD); DR 10/<strong>magic</strong><br />
SR 16<br />
Immune plant immunities (MM 313)<br />
Fort +11, Ref +4, Will +1<br />
Speed 50 ft. (10 squares)<br />
Melee 2 claws +12 (1d6+7) and<br />
tail +7 (2d6+3 plus poison)<br />
Space 10 ft.; Reach 5 ft.<br />
Base Atk +6; Grp +17<br />
Atk Options Combat Reflexes<br />
Spell-Like Abilities (CL 8th):<br />
At will—transport via plants<br />
Abilities Str 25, Dex 14, Con 20, Int 1, Wis 8, Cha 6<br />
Feats Combat Reflexes, Improved Natural Attack (tail), Run<br />
Skills Climb +9, Listen +2, Search –1, Spot +2<br />
Advancement see text<br />
Poison (Ex) Injury, Fortitude DC 19, initial and secondary<br />
damage 1d4 Con. The save DC is Constitution-based.<br />
Twilight guardians are physical manifestations of the spirits<br />
of <strong>dragon</strong>s that have become one with the land. When a<br />
<strong>dragon</strong> chooses to become a perpetual warden of a particular<br />
area (usually around its home), it blends with the land and disappears.<br />
Soon after, one or more twilight guardians emerge,<br />
their bodies forming from the environment. Though possessing<br />
only a rudimentary sense of the <strong>dragon</strong> spirits that create<br />
them, twilight guardians are tough creatures constructed<br />
from the earth and capable of defending their chosen lands<br />
against those who would encroach upon it.<br />
STRATEGIES AND TACTICS<br />
Twilight guardians are almost mindless and have little capacity<br />
for tactics. As creatures built of the land itself, they can<br />
travel nearly instantaneously between two locations by melting<br />
into the ground and then emerging some distance away.<br />
They often use their ability to transport via plants to throw<br />
their quarry into disarray; a twilight guardian might engage<br />
a foe in one round only to transport across the battlefield<br />
and attack another target the following round. The creatures<br />
CHAPTER 4<br />
DRACONIC<br />
BEASTS<br />
121