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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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