sabato 21 marzo 2026

New Drake Powers, Part 3

Magma Shake to Psychic Magic…

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Magma Shake (Ex): Whenever the drake exits from being submerged in molten rock (either magma or lava), on the next round as a full-round action, it can shake its body, flicking a fine spray of scalding molten rock in every direction. All creatures within a 30-foot radius of the drake take 5d6 points of fire damage from the shower of scalding rock; a successful Reflex save (DC = 10 + ½ the drake’s Hit Dice + its Dex modifier) halves the damage. Performing a magma shake clears the drake’s scales of all excess molten rock and it must resubmerge itself in order to use this attack again. To select magma shake, a drake must have the fire subtype, the burrow and improved burrow powers, and its charge must be at least 11th level.


Misty Camouflage (Ex): The drake can use Stealth to hide whenever it is in or adjacent to an area of mist, even while being observed. To select misty camouflage, the drake must have the air subtype.


Necromantic Immunity (Su): The drake becomes immune to curse effects, energy drain, and negative energy. 


Nimbus of Stars (Su): The drake has a continual supply of tiny motes surrounding its body. Any non-blind creatures within 10 ft. of the drake must make a Fortitude save (DC = 10 + ½ the drake’s HD + its Constitution modifier) or become dazed. Those who succeed are still dazzled by the nimbus. These effects last while the creature is within the aura and an additional round after the creature leaves. To select nimbus of stars, the drake’s charge must be at least 15th level.


Poison (Ex): The drake’s tail attack is replaced by a sting attack that delivers damage according to its size plus poison.

Sting—injury; save Fort (DC = 10 + ½ the drake’s HD + its Constitution modifier); frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save.

When the drake reaches 4 hit dice, the poison deals 1 Strength point of damage and 1 Dexterity point of damage; at 7 hit dice, it deals 1d2 points of both Strength and Dexterity damage.


Pounce (Ex): When the drake makes a charge, it can make a full attack.


Predatory Grab (Ex): The drake moves at full speed when it chooses the move option after maintaining a grapple, though it can’t carry the grappled creature aloft. The drake can spend one use of its speed surge to move a grappled creature in this way without requiring a check to maintain the grapple. To select predatory grab, a drake must have the speed surge power. 


Prehensile Tail (Ex): The drake’s tail is long and flexible enough to be used to carry or manipulate items, as if it were a third hand. To select prehensile tail, the drake must have the skilled hands power.


Psychic Magic (Sp): The drake gains the psychic magic universal monster ability. It gains a number of psychic energy (PE) points equal to its Hit Dice -2, and its caster level is equal to its Hit Dice. The drake can select a number of spell levels to cast as psychic magic equal to ½ its Hit Dice; casting each spell costs 1 psychic energy point for spell level. 

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