End of this miniseries!
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Salt Breath (Su): The drake gains a salt breath weapon. It functions as the breath weapon power and can be improved with the improved breath weapon and greater breath weapon powers, but only deals half of the listed damage. This is slashing damage. In addition, the salt crystals absorb bodily fluids, dealing 1 point of Constitution damage to living targets. To select salt breath, a drake must have the earth or water subtype and must not have the breath weapon power.
Savage Bite (Ex): The drake applies 1-½ times its Strength bonus to damage dealt with its bite attack, and it threatens a critical hit on a 19-20.
Shadow Blend (Su): The drake can disappear into the shadows when in conditions of illumination other than bright light, gaining concealment (20% miss chance). It can resume or suspend this ability as a free action.
Skilled Hands (Ex): The drake’s front limbs are nimble enough to manipulate and wield items (but not weapons).
Snow Vision (Ex): The drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow. To select snow vision, a drake must have the cold subtype.
Speed (Ex): The drake increases one of its speeds by 10 feet. This power can be selected more than once.
Spell-Like Ability (Sp): The drake gains one 1st-level spell as a spell-like ability that can be used once per day. This power can be selected more than once. To select spell-like ability, the drake’s charge must be at least 7th level.
Spell-Like Ability, Greater (Sp): Either the drake can use one of his 1st- or 2nd-level spell-like abilities three times per day, or gains one 3rd-level spell as a spell-like ability that can be used once per day. To select greater spell-like ability, the drake must have the spell-like ability and improved spell-like ability powers and its charge must be at least 15th level.
Spell-Like Ability, Improved (Sp): Either the drake can use one of his 1st-level spell-like abilities three times per day, or gains one 2nd-level spell as a spell-like ability that can be used once per day. This power can be selected more than once. To select improved spell-like ability, the drake must have the spell-like ability power and its charge must be at least 11th level.
Spell Resistance, Lesser (Su): The drake gains spell resistance equal to its CR +6. To select lesser spell resistance, the drake’s charge must be at least 7th level.
Spell Resistance, Greater (Su): The drake’s spell resistance increases to its CR +11. To select greater spell resistance, the drake must have the lesser spell resistance power and its charge must be at least 15th level.
Tremorsense (Ex): The drake gains tremorsense in a 30 ft. radius. The drake is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. If the drake has the amphibious power, it can also sense the location of creatures moving through water. To select tremorsense, the drake must not have the earth subtype.
Wing Buffet (Ex): The drake gains two secondary wing attacks that deal damage according to its size. To select wing buffet, the drake must have the claws, glide, and flight powers and its charge must be at least 15th level.
Woodland Stride (Ex): The drake can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.
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