domenica 15 marzo 2026

New Drake Powers, Part 1

Drake companions are a great addendum to the adventuring world, but many gamers complain that the drake-riding character archetypes give up too much and a drake companion is too weak. This series of new powers taken from existing drake stats tries to solve the problem at least a bit.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


New Drake Powers


Ability Score Increase (Ex): The drake adds 1 to one of its ability scores. This power can be selected more than once.


Accursed Breath (Su): As a standard action, the drake can spit a compressed ball of jet-black dust that bursts into a spray of clinging motes that sap the spiritual strength of creatures in an area. It functions as the breath weapon power and can be improved with the improved breath weapon and greater breath weapon powers, but deals negative energy damage (Will save for half damage) to all creatures in its radius. Affected creatures take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 rounds (or for 1 round on a successful Will save). As long as these motes cling to a creature, the effect of any conjuration (healing) effect used on that creature is halved. This is a curse effect. The save DC is Constitution-based. To select accursed breath, the drake must not have the breath weapon power.


Amphibious (Ex): The drake gains the amphibious universal monster ability. To select amphibious, the drake must have the water subtype and the swim and improved swim powers.


Camouflage (Su): The drake’s coloration and shape lend to its stealth. For 10 rounds/day, the drake can shift its coloration, gaining the benefit of 20% concealment. These rounds need not be consecutive.


Capsize (Ex): The drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher. To select capsize, the drake must have the water subtype and the swim and improved swim powers, and its charge must be at least 11th level.


Carrying Capacity (Ex): The drake’s carrying capacity is 6 times greater. To select carrying capacity, the drake’s size must be at least Large.


Claws (Ex): The drake gains two claw attacks that deal damage according to its size.


Climb (Ex): The drake gains a climb speed of 20 feet.


Corruption Immunity (Ex): The drake becomes immune to disease and poison.


Damage Resistance: The drake gains DR 10/magic. To select damage resistance, the drake’s charge must be at least 15th level.


Elemental Blood (Ex): A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against the drake must succeed on a Reflex save (DC = 10 + ½ the drake’s HD + its Constitution modifier) or take 1d3 points of damage of the drake’s energy type from the splashing blood.

Nessun commento:

Posta un commento