Drake, Green

Large Magical Beast (dragon)
Hit Dice:6d10+12 (52 hp)
Initiative:+1 (+1 Dex)
Speed:30 ft., Fly 50 ft.
AC:15 (+1 Dex, +4 natural)
Attacks:2 claws + 7 melee, bite +4 melee, tail slap +4 melee
Damage:claw 1d6+4, bite 2d6+4, tail 1d8+4
Face/Reach:5 ft. by 10 ft./5 ft.
Special Attacks:Breath weapon
Special Qualities:Poison immunity, Spell resistance, Low-light vision 60', Darkvision 60'
Saves:+10, +4, +3
Abilities:Str 20, Dex 12, Con 20, Int 5, Wis 7, Cha 7
Skills:Listen +7, Move Silently +7, Spot +7
Feats:Multiattack
Climate/Terrain:Any land
Organization:Solitary
Challenge Rating:5
Treasure:Standard
Alignment:Always chaotic evil
Advancement:by HD, to be added soon

A relative of the fearsome green dragon, the green drake is a smaller version, more wild and less intelligent. They range in color from light green to deep forest green, depending on the coloration of their home forest. They rarely fly, as their wings are not strong or powerful.

Green drakes can live in any forested region. They use the trees and brush as both cover and hunting territory. Solitary drakes tend to sleep in large trees, while a pack will typically have a large cave or debris mound as a central lair.

Green drakes can have a very big effect on any forest they claim as territory. While a solitary drake's territory can usually support it, an overly large pack may hunt out an area within a few years and have to move on.

These creatures are much like wolves in their behavior, but are very aggressive. They will hunt down and eat anything they can get their claws and teeth on, including humans.

Combat: When attacking their prey, green drakes will usually make use of their fearsome claws and teeth, striking with each once per round. Should they feel that they might be in danger, they will use their breath weapon. They do not often flee a battle, but will if they feel they cannot win.
Breath Weapon (Ex): Each green drake can breath out a cloud of poisonous green gas in a cone 20 feet long and 20 feet wide at the base. All those caught in the cloud must make a Fortitude save (DC: 15) or suffer a temporary loss of 1d4 poins of Constitution. A minute later, a second save at the same DC must be made (with the new Constitution score) to avoid another 1d4 points of temporary Constitution damage. The effects of this poison wear off in 24 hours for those victims that survive until then.
Poison Immunity (Ex): Green drakes are totally immune to damage from any type of poison.
Spell Resistance (Ex): Green drakes are resistant to magical spells and effects, due to their draconic heritage. They have spell resistance 10.

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