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TWILIGHT GUARDIANS IN FAERÛN<br />

Twilight guardians can appear almost anywhere in Faerûn,<br />

though they are most commonly seen in the less populated<br />

areas of the world. Many have been spotted in the High<br />

Forest and throughout the Savage Frontier, while others<br />

live in the jungles of the Chiltan Peninsula and the forests<br />

of Cormanthor.<br />

VELROC<br />

“The only thing more irritating than humans attacking our homes<br />

is a half-mad spawn that thinks it’s a real <strong>dragon</strong>.”<br />

—Ayunken-kocoi, gold <strong>dragon</strong><br />

The creature stands upright on two thick hind legs, a pair of leathery<br />

wings stretched from side to side. Its sleek body and slender neck<br />

resemble that of a true <strong>dragon</strong>, though its head seems more like that<br />

of a hawk or falcon. Occasional sparks of <strong>magic</strong>al energy drift off<br />

the creature’s body, settling to the ground or winking out of existence<br />

as quickly as they appeared.<br />

target. A spell can’t target a creature beyond its normal<br />

range. If no other creature is in range, the spell simply<br />

fails to have any effect.<br />

Snatch (Ex) Against Medium or smaller creatures, rake with<br />

talons for 1d8+9 per round.<br />

Spell Hijack (Su) A velroc has the ability to send a spell<br />

targeted at it back upon its caster. Whenever a spellcaster<br />

fails to overcome the velroc’s spell resistance, the velroc<br />

can hijack the spell. On its next turn, the velroc can use a<br />

standard action to cast the hijacked spell as though it<br />

were the original caster. All spell variables, including<br />

range, duration, and save DC function as though cast by<br />

the original caster, though the velroc remains the point of<br />

origin of the spell.<br />

Velrocs are dangerous, impulsive <strong>dragon</strong>s that have evolved<br />

from standard <strong>dragon</strong>s that made their homes in wild <strong>magic</strong><br />

zones. Though no longer bound to these wild <strong>magic</strong> lands,<br />

velrocs still retain the unpredictable <strong>magic</strong> wielded by<br />

their true <strong>dragon</strong> ancestors. The creatures can be incredibly<br />

destructive and are known to fly into fits of rage at the slightest<br />

offense. Their legendary tempers make red <strong>dragon</strong>s seem<br />

calm and patient by comparison.<br />

CHAPTER 4<br />

DRACONIC<br />

BEASTS<br />

Velroc CR 12<br />

Always CN Large <strong>dragon</strong><br />

Init +3; Senses darkvision 60 ft., low-light vision (4 ×<br />

human); Listen +12, Spot +8<br />

Aura <strong>magic</strong> distortion 120 ft.<br />

Languages Common, Draconic, Elven<br />

AC 25, touch 12, flat-footed 22; Dodge, Mobility<br />

(–1 size, +3 Dex, +13 natural)<br />

hp 152 (16 HD); DR 10/<strong>magic</strong><br />

Immune sleep, paralysis<br />

SR 21<br />

Fort +13, Ref +13, Will +12<br />

Speed 30 ft. (6 squares), fly 60 ft. (good)<br />

Melee 4 talons +22/+17/+12/+7 (1d8+9)<br />

Space 10 ft.; Reach 5 ft.<br />

Base Atk +16; Grp +26<br />

Atk Options Flyby Attack, Snatch (up to Medium target)<br />

Special Actions spell hijack<br />

Spell-Like Abilities (CL 16th):<br />

1/day—anti<strong>magic</strong> field<br />

Abilities Str 22, Dex 17, Con 16, Int 12, Wis 14, Cha 11<br />

Feats Dodge, Flyby Attack, Improved Natural Attack (talons),<br />

Mobility, Snatch B (treat as Huge creature), Weapon Focus<br />

(talons)<br />

Skills Balance +14, Concentration +13, Escape Artist +10,<br />

Handle Animal +8, Hide +10, Intimidate +12, Knowledge<br />

(arcana) +15, Knowledge (history) +7, Knowledge (nature)<br />

+9, Knowledge (the planes) +7, Listen +12, Move Silently<br />

+14, Ride +6, Sense Motive +6, Spellcraft +13, Spot +8,<br />

Survival +7, Use Rope +4<br />

Advancement see text<br />

Magic Distortion Aura (Su) Velrocs generate an aura that<br />

disrupts spells cast in range, causing them to veer off<br />

course as though deflected by an unseen <strong>magic</strong>al<br />

distortion. Whenever a spellcaster within the radius of<br />

this aura (120 feet) casts a spell with a range other than<br />

personal or touch, the caster must succeed on a<br />

Concentration check (DC 25 + the spell’s level) or the<br />

spell is distorted by the velroc’s aura. When this happens,<br />

the spell instead targets the creature nearest the original<br />

STRATEGIES AND TACTICS<br />

Velrocs are exceptionally acrobatic fliers, and their combat<br />

tactics focus on their mobility and their skill at reaching<br />

great speeds in the air. Possessing no forelimbs like most<br />

<strong>dragon</strong>s, velrocs prefer to swoop down and grab opponents<br />

off the ground, using their Flyby Attack and Snatch feats to<br />

grapple and carry off a victim. (Velrocs are treated as Huge<br />

for the purpose of the Snatch feat, allowing them to snatch<br />

up creatures of Medium or smaller size.) Then they fly high<br />

into the air, either dropping their prey and letting gravity take<br />

care of the rest, or dashing the creature against rocks or another<br />

hard surface. Velrocs rarely engage in melee combat for<br />

any length of time, instead swooping in and out before their<br />

quarry can mount a successful counterattack. However, they<br />

enjoy taunting their victims right up until the end.<br />

SAMPLE ENCOUNTER<br />

Violent and predatory, velrocs are likely to strike out at any<br />

creature that dares to cross their path.<br />

Dangerous Crossings (EL 12): A velroc rests atop a cliffside<br />

overlooking a commonly traveled road through an open<br />

grassland. When a caravan or other group of travelers passes<br />

below, it swoops down and tries to carry off a horse for food.<br />

If faced with opposition, the velroc decides to punish the<br />

lesser beings for their defiance. It targets spellcasters first,<br />

hoping to draw spells that it can hijack and turn on the rest<br />

of its opponents, occasionally snatching up armored foes and<br />

flinging them far away.<br />

ECOLOGY<br />

Velrocs have inherited all of the arrogance and legendary<br />

anger of their <strong>dragon</strong> ancestors. Fiercely territorial, they<br />

live solitary lives, coming together only to mate. Even then,<br />

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