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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

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