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Greater Fun with Lesser Dragons
1
Table of
Contents
Welcome to the Book of Drakes . . . . . . . . . . . . . . 3 Crag Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Chapter 1: Ecology of the Drake . . . . . . . . . . . . . . 4 Crimson Drake . . . . . . . . . . . . . . . . . . . . . . . . . 33
First Drakes . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Deep Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Drake Classification . . . . . . . . . . . . . . . . . . . . . . . 5 Dream Drake . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Drakes and Dragons . . . . . . . . . . . . . . . . . . . . . . 5 Gear Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Drakes in the Midgard Campaign Setting . . . . . . . . . . . 6 Glass Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Ten Drakes of Note . . . . . . . . . . . . . . . . . . . . . . . 8 Mist Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Chapter 2: Players and Drakes . . . . . . . . . . . . . . 10 Moon Drake . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Drakes as Companions . . . . . . . . . . . . . . . . . . . . . 10 Pact Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Drake Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Paper Drake . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Alternate Class Abilities . . . . . . . . . . . . . . . . . . . . 13 Plumed Drake . . . . . . . . . . . . . . . . . . . . . . . . . 42
Drake Tamer (Alternate Class) . . . . . . . . . . . . . . . . . 17 Prismatic Drake . . . . . . . . . . . . . . . . . . . . . . . . 43
Master of Drake Forms Prestige Class . . . . . . . . . . . . . 19 River Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Playing Drakes . . . . . . . . . . . . . . . . . . . . . . . . . 20 Sewer Drake . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Drake Spells . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Song Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Drake Items . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Steam Drake . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Chapter 3: Game Masters and Drakes . . . . . . . . . . . 28 Tor Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Alehouse Drake . . . . . . . . . . . . . . . . . . . . . . . . . 28 Building Drakes . . . . . . . . . . . . . . . . . . . . . . . 49
Ash Drake . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Feature Points . . . . . . . . . . . . . . . . . . . . . . . . . 51
Candle Drake (Lantern Dragonette) . . . . . . . . . . . . . . 31 Sample Drake: Vine Drake . . . . . . . . . . . . . . . . . . . 58

Design: Adam Daigle and Mike Welham


Development: Wolfgang Baur, John Ling, Jr., Justin Sluder, and Stefen Styrsky
Editing: Christopher Bodan
Graphic Design: Carrie Winters
Cover Artist: Kieran Yanner
Interior Artist: Hugo Solis

Book of Drakes
2011 Open Design LLC

OPEN DESIGN LLC


P.O. Box 2811
Kirkland, WA 98083
www.KoboldQuarterly.com

Open Design, Midgard, Zobeck, and the Open Design and Midgard logos are trademarks of Open Design LLC. The feats text, drake spells, and drake magic items in Chapter 2 and the monster text in Chapter 3 are
open content. All other materialincluding but not limited to art, place and character names, character and setting descriptions, background, and new creature descriptionsis Product Identity. Reproduction of this
book in any manner without express permission from the publisher is prohibited.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

2
Welcome to the
Book of Drakes
D
espite being in the name of the worlds most popular roleplaying adventurers without diminishing a true dragons power. Lesser dragons
game, dragons are a tough subject to deal with. In fact, I dont are not epic, they dont grow in power as they age or live long lives
even like dragons all that much. terrorizing the countryside. As powerful and magical creatures without
Wait. Hear me out. the baggage associated with true dragons, lesser dragons can play
Im a big fantasy RPG geek. How can I not like dragons? Thats like smaller roles in a campaign without cheapening their true cousins.
saying I dont like rock & roll. Thing is, I only like some rock & roll. Over the last couple years, Mike and I designed a handful of drakes
Some songs gets played out on the radio so much that I could go the for Open Design projects and for Monday Monster features on the
rest of my life without ever hearing them again. Give me the weird, KoboldQuarterly.com website. (A couple of those slunk into this
indie, club act stuff over an arena show any day. I like underdogs. I like book.) We were thrilled when Wolfgang accepted our pitch for this
that underdogs feel like they have to step up and prove something but book, because it gave us the chance to build on one of our shared
at the same time have a level of self-comfort that comes from knowing interests in a world we have loved and supported for years.
theyve carved out their own niche. While we tied these drakes into the Midgard setting with
Dragons started out in RPGs ranked by colors and metals and suggestions for where and how to use them, all of the components
age groups. They were scaryterrifyingand their piles of gold and of this book work fine in any setting suitable for dragons. Of course,
strange magical treasures made them perfect targets for adventurers. not all of these components need to appear in the same campaign or
That said, dragons rapidly became more than mindless monsters. setting. Think of the list of drakes as possibilities. There are twenty
They are ancient creatures saturated with magical and physical power, drakes fully statted up in this book and thorough guidelines to create
scheming forces of evil that mastermind world-sweeping events. your own, but theres no real reason they all need to exist in the same
Anecdotal evidence tells me that dragons have wiped out more parties place at the same time. You get to choose the level of dragon saturation
than any other creature in the history of the game. in your game. This books supports a single monster picking of PCs
Dragons and dragon-like creatures appear in nearly every real- from the darkness all the way up to an extravagant draconic world,
world cultures mythology, which makes them, and the heroes who even an all-dragon group of PCs.
fight them, a cornerstone of the fantasy stories and games we love. So, We intended this book to have something for everyone. Theres
okay, I guess I do like dragons. What I dont like is when they get too a chapter for players, a chapter for game masters, and enough
diluted. For a while a few years ago, dragons appeared in everything. flavor, mechanics, and options to serve the many nuances of fantasy
They hung out in taverns, advised adventurers, and seemed to breed roleplaying possible with the Pathfinder Roleplaying Game.
with everything in the universe. We hope you enjoy the ride.
So for a while, I shelved true dragons and focused on lesser dragons. Adam Daigle and Mike Welham
Lesser dragons (drakes, faerie dragons, and wyverns) can interact with

3
Chapter 1:
Ecology of the Drake
At the Library of Phinneus the Sage: An Interview to Understand Drakes

The librarys main door burst open. A grim expecting a fight, Id imagine.
woman stumbled coughing from the thick cloud Imogene Havers shifted her spear to her left
of ash billowing in the entrance, and she firmly hand and flexing her right. I didnt prepare
barred the door. Phinneus darted over to check well enough, evidently.
his visitor for wounds and his precious books
for damage. Then fate has been doubly kind to you,
young lady. Not only have you found shelter
Are you all right, miss...? from that unpleasant creature, but youve also
Havers, she coughed while watching the found the foremost drake expert in Zobeck.
door. They could both hear bellows of rage The front door shuddered, and his grin faded.
from outside. Lets wait him out, shall we? My candle
First run in with one of our ash drakes? drake Cambermere can pour us some tea, and we
Phinneus inquired, inspecting her well-worn can discuss anything youd like to know about
weapons and armor. You must have been drakes, Miss Havers.

4
Ecology of the Drake

Finally, material drakes represent common manufactured objects


First Drakes found in civilization: ash, gears, paper, steam, and so forth. A drakes

M
idgard scholars acknowledge the pseudodragon as the associated material reflects on its general attitude toward other creatures
first true drake. The creatures regularly appeared to with which it shares space.
travelers over the centuries, enigmatically finding the
one person among any group worthy of aid. In time, arcane spellcasters
realized the value of these creatures as companions, The not-so-friendly ash drake perfectly
leading to a proliferation of them at a wizards represents an unwanted side effect
side or nestling on his shoulder. Other of manu- Phinneus started.
pseudodragons settled in large cities like A rustle from the chimney
Zobeck and served the same role as preceded something solid
cats, though they eliminated more landing in the fireplace
powerful nuisances than rats, such as and a giant cloud of ash
gremlins, imps, and even the stray washing into the room.
goblin or kobold. Imogenes spear flew
As pseudodragons spread, past Phinneus. The
people initially referred to drake in the center of
them as common drakes. the billows shrieked and
Pseudodragons, naturally, rejected thrashed until Imogene
any notion of being common stepped over, grasped the
and insisted on a better name. spear haft, and finished
Those arcane spellcasters who took the job.
the creatures as familiars called them
She wore a thoughtful
familiar drakes, while households
expression as she removed
graced by their presence named them
her weapon and began to
house drakes.
clean it with a ragged cloth.
Once pseudodragons became an accepted
Interesting. She glanced at
feature across Midgard, other drakes appeared, almost as
Phinneus in and unsettling way as
if the house drake heralded the arrival of this completely new class of
she returned to her chair. Im curious about these
creatures. It seems as though explorers and scholars discover new drakes
creatures now. How do they differ from true
every year, each apparently tied to some common theme, whether
dragons? She smiled, and Phinneus found the
geographical features, prevalent materials, or even abstract ideas. While
expression distinctly discomforting. Please, do be
many drakes have been classified and studied, manysuch as the
thorough.
creatures listed belowremain a mystery other than their theme.

The library drake is a personal favorite, as you might Drakes and Dragons
imagine. The noise outside the front door subsided. He Drakes are unquestionably draconic creatures, with a reptilian
seems to have given up on us, Miss Havers. Phinneus appearance, wings, tail, scales, and a breath weapon. They also share
breathed a sigh. Would you like me to continue anyway? many draconic protections, such as natural armor or immunity to
Imogene sipped from her cup and nodded. paralysis and sleep. The similarities end there, though. Drakes age and
mature differently, reaching their full size at a specific age that differs
among sup-species. Drakes lack dragons inherent magical abilities.
Other than a few scattered exceptions, they do not benefit from spell
Drake Classification resistance or damage reduction either. Also, a drakes alignment is not
Scholars divide drakes into three major classifications: esoteric, so rigidly fixed by species.
geographic, and material. Esoteric drakes, the strangest group, embody Drakes have a more personal connection to humanoids than true
some idea or experience that many civilizations share: performance, dragons. Whereas chromatic dragons actively enslave or exterminate
brokered deals, dreams, even life and death. Despite their close humanoids, and even the majority of metallic dragons prefer not to
association withand friendly demeanor towardhumanoids, these deal with such lesser creatures, drakes find their very existence tied
drakes have the most alien outlook, more like someone obsessed with a to humanoid ideas and materials. The diversity of drakes seems both
single thought. dependent on and reflective of humanoid cultures and psychology.
Geographic drakes embody the features of the area they inhabit. Name a concept and an associated drake likely exists. Without
Befitting the size and majesty of the terrain they represent, these drakes humanoids, some scholars postulate, there would be no drakes.
tend to grow larger than other drakes. Additionally, they have the most Drakes mostly avoid their more powerful cousins. Some true
typically draconic attitudes, only tolerating those who choose to live in dragons take on drakes as attendants, treating the creatures as help, or
harmony with the land the drakes call home. even worse, as pets. Most drakeswith strong egos of their ownfind

5
30 Drake Treasures Does that sufficiently differentiate drakes from
1. Sheet music from an opera penned two millennia ago. dragons? Phinneus nervously inquired.
2. Perfectly round natural onyx stone. Just enough. I need to keep my eyes open for such
3. Eggs from which birds teleported out in lieu of hatching. creatures. Theyre clearly quite different than dragons,
4. Flawed sapphire with cracks matching river and but still. She regarded the dead creature in the ash pile
tributary paths.
for a moment.
5. Seven-toothed gear.
6. Rack of peryton antlers. Phinneus felt a spark of hope. Well, if you have no
7. Battle-worn helmet with pristine plume. more questions, then...
8. Bottled lightning. Just one more. Phinneuss heart sank. Drakes live
9. Wooden dragon marionette. so close to people, it makes me wonder. Tell me what you
10. Glowing fragment of a falling star. can about drakes in Midgard. If any ally themselves
11. Stuffed flumph. with the Dragon Empire, Id like to know.
12. Bottle of ale from acclaimed brewmaster.
13. Maple leaf pressed in a book on the subject of smithing.
14. Tooth from an Old red dragon.
15. Tombstone, the features of which have worn away over time.
Drakes in the
16. Functioning kidney in a jar. Midgard Campaign Setting
17. Sheet of handcrafted vellum.
18. Charred remains of a toy bear. Drakes bring malice and whimsy to every land. Diverse creatures,
drakes adapt to varied landscapes and circumstances. Many drakes
19. Patchwork quilt crafted for a small pet.
prefer living close to civilization, sometimes dwelling openly in
20. Treaty signed by two nations that no longer exist.
cosmopolitan cities or stealthily hiding in the outskirts of society. This
21. Active beehive.
depends on the particular type of drake.
22. Book of childrens riddles containing the key to an
ancient cipher. The mischievous alehouse drake appears mostly in the central and
23. First rock striking bottom in a landslide. slightly northern regions of Midgard. Large cities in the domains of
Dornig, Krakova, and Magdar typically have at least one such creature.
24. Double-headed copper piece.
Even across the Neider Strait in Trollheim, alehouse drakes choose
25. Otherwise worthless crystal that holds a tiny rainbow
when exposed to the sun. a drinking hall to champion, though their more whimsical cousins
26. A work with at least three translations contained in the consider these dour drakes far too serious.
same work. A gang of ash drakes live among the chimneys of Zobecks foundries,
27. Set of ribbons, all different discrete lengths in units of though they are much more rare and solitary throughout the rest of
measure no longer in use. Midgard. More feral and ferocious ash drakes live near active volcanoes.
28. Steel folding fan. The caldera of Kyprion houses a number of ash drake communities,
29. Suicide note attributed to an ancient emperor. some warring with each other over ash deposits, as does the steep cone of
30. Dagger used to assassinate a famous assassin. Kammae Stroboli.
Serving as companions to scribes and familiars to arcanists, candle
drakes and lantern dragonettes have spread wide throughout Midgard.
this treatment offensive. More often than not, the lesser dragons meet Since for years the largest known colonies inhabited the Margreve
their demise at the claws of the greater dragons, mostly chromatic Forest, some believed they originated there. However, recent reports
dragons, who loathe what they see as a mockery of their majesty. place the helpful creatures in great numbers in the Magocracy of
Metallic dragons react almost as negatively, but they usually drive off Bemmea as well as the Dragon Empire, leading many scholars to doubt
the offending creatures rather than slaughter them. Drakes would seem previous claims.
to make excellent lieutenants or minions for an old dragon. The drakes Crag drakes blossom like dangerous parasites in any mountain
whimsical nature rapidly proves irritating, however, and the drake range. In central Midgard, dwarves fight back the appetites of crag
quickly gets bored working for a creature that often sleeps for months drakes in the Ironcrag and Cloudwall Mountains. To the east, the
at a time. population of crag drakes surges in the Dragoncoil Mountains, adding
Geographic drakes directly oppose true dragons most often, but to the danger found in that massive range.
even with their great size, they can only handle a young dragon one- Ferocious packs of crimson drakes inhabit forests within the Western
on-one. Smaller drakes often have good success by making daring raids Wastes, often venturing eastward on rampages. Sometimes these stay to
into lairs to swipe whatever treasures they can carry. make new dens in other wooded regions in Midgard. Several disturbing
Drakes gather treasure with a different mindset than true dragons. reports from the Western Wastes claim a number of crimson drakes are
While the larger geographic drakes accumulate treasure much like their working with a tribe of goblins, but no organization has yet confirmed this.
cousins do, they disdain objects other than those produced in their Deep drakes take their name from the lightless depths they
realms. Material and esoteric drakes might fancy glittering gems and inhabit. The highest concentration of these creatures yet found lies
jewels, but they prize obscure treasures above all others, especially those near the Ghoul Imperium, and only rarely do these creatures venture
associated with civilizations, such as the items listed in the sidebar. near the surface.

6
Ecology of the Drake

Dream drakes gravitate to areas flush with magic. The strange River drakes live wherever water rushes over rocks and hills or
creatures provide their talent for dreaming to students of the esoteric meanders through lowland rivers. Most rivers house at least one
arts in the Magocracy of Allain (where they are also known as ether of these highly territorial creatures, and they are loath to share
drakes) and to the oracles and seers populating Kammae Stroboli. A close shores with one another. Long and winding rivers can sustain
few dream drakes even operate within the Despotate of the Ruby Sea. multiple river drakes, but they stick to headwaters or deltas to give
Rare even by drake standards, gear drakes nest near industries and each other space.
areas of technological innovation, making them intrinsically associated Living off the waste of civilization, sewer drakes make their foul
with Zobeck. Even the creatures themselves claim to originate in homes in any city advanced and cosmopolitan enough to have sewers.
that city, though a few gear drakes make their home in the Sultanate. Some even find these creatures in cesspits and swamplands, though
Haughty gear drakes claim credit for the industry and invention in such specimens typically have some mental deficiency, illness, or are
Zobeck, their gift of gears for mankind, though historians disagree. quite old and soon to die.
Treacherous glass drakes inhabit cities in the Duchy of Bourgund and Always traveling in search of new and exotic tunes, song drakes make
offer their services as companions to spellcasters and artisans. Most of their way across the face of Midgard. Quite fond of elves, these lesser
Midgard never sees these elusive creatures, though the elves of Arbonesse dragons appear frequently in the forests of Arbonesse and the vast expanse
know these schemers well. Considering their long lives and great intellects, of the Rothenian Plain. A few song drakes accompany the northlands elves
a glass drakes frighteningly complex manipulations can last for centuries. to lend a strange voice to their haunting songs.
Mist drakes range wide, gathering and hunting in areas thick with
their namesake. Mist drakes hunt viciously from the peaks of the
Cloudwall and Dragoncoil Mountains to the moors of Vidim, their
appetite rarely sated for long. On the temperate coasts, these creatures
often approach as the fog rolls in and return to their dens before the
morning sun can burn the haze away.
Moon drakes do not inhabit any one area in particular.
These strange and quite rare drakes most often appear
in forested areas, especially those with populations
afflicted by lycanthropy. Moon drakes only frequent
these areas until the curse passes, then they depart for
lands unknown.
Pact drakes reside in cities where law and
regulations flourish, acting as overseers
and mediators. A handful of pact drakes
hail from Neimheim, where they act as
companions to the pact-making gnomes
who call those lands home.
Hailing originally from the Dragon
Empire in the east, paper drakes have since
moved throughout central Midgard. The Seven Cities
see a fair number of these creatures as they escape
servitude and stow away on trade ships. A group
of them also makes their home in Nuria Natal and
sometimes raid into their homeland, hoping to free
more of their cousins from cruel slavery.
Warm climates serve as ideal environments
for plumed drakes, but these creatures appear
across Midgard save for the truly cold north.
Plumed drakes range from the southern
deserts to the jungles of the Haunted
Lands, with a particularly large number
centered around Nuria Natal.
The strongest of the drakes, prismatic
drakes made their way across Midgard
from their home in the Dragon Empire.
The Dragoncoil Mountains contain the
largest concentration of prismatic drakes
in lands this far west. There they watch the
movements of civilization and play among the
storms born against the slopes of those peaks.

7
He waited a full 10 seconds after the door shut before
Tor drakes roost in the old tombs of heroes and historically
he moved again. No I told you sos, Cambermere. Just
important people often long after those people have fallen from
be glad were still alive. Now help me clean up this
memory. Many of the old tombs rest high in the Cloudwall and
mess, Phinneus, the sage drake, said as he flew over to
Ironcrag Mountains where tor drakes stand guard for generations.
the fireplace.

Thank you, Imogene said thoughtfully. Though her gaze


rested on the wall behind him, Phinneus had no doubt she Ten Drakes of Note
saw ever one of his nervous twitches. Interesting to know These are but a few of the drakes making names for themselves
that at least some dragon-kin can live among people without throughout Midgard.
becoming killers or slavers. She rose, hefted her spear, Andreletha Teamed up with a tribe of goblins, this sewer drake
and hoisted the ash drakes carcass. May you have a long, wallows in an expansive den beneath Valera. The city officials
quiet, and peaceful life. I may check in, unexpectedly, to concerned with this roughly organized nuisance have no idea how
make sure that you do. Thanks for the tea. little Andreletha cares about ambition, goals, or motivation. She
is content controlling much of the sewer system and does nothing
to grow her troupe (though it grows regardless). Really, she just
adores having creatures bring her varied foods, fresh and bountiful
muck, and interesting baubles. Her abundance of
spare time and ability to sleep safely leads her
to assigning her followers random missions,
sending them to the surface to break
everything red on one night, then snatching
tabby cats the next week.
Avribel the Hunter Most mist drakes
are vicious, relentless hunters, but a
few miles south of where the Glass Road
branches from the Lowland Road, Avribel
has ceased to simply hunt and begun to
enjoy killing. It began with lone travelers
or pairs that Avribel would partly consume
and leave mutilated in the road for others
to find. Growing ambitious, Avribel began
stalking caravans. The beast ignores the
food, goods, and treasure, and instead
plucks one traveler, merchant, or guard
from the entourage each night. Sometimes
he strikes only once or twice. Other times,
he torments one group until they break,
unhitch a few horses, and riding for their
lives. Avribel rarely leaves his hunting
grounds, but he has, of late, grown restless
for a new challenge.
Euledrissen This crude alehouse
drake loves little more than humiliating
nobles who happen into his drinking
establishment. While rundown and
unkempt, the best gamblers in the
region visit The Broken Wheel and often
bring nobles and their money. Euledrissen
normally keeps to himself, enjoying his
lifetime free tab, but the mischievous
little drake cant resist finding new and
creative ways to either run a fop out of the
establishment or run the coins out of his purse.
A few regulars of high standing either tolerate the
drakes behavior or maintain some sort of contract
with him.

8
Ecology of the Drake

Grallgarog This enormous crag drake guards his caves with a 40 Unclassified Drakes
vicious determination. Ironcrag dwarves discovered a rich vein of 1. Bay Drake 21. Bog Drake
gold less than ten miles from Hammerfell, and with it discovered 2. Jungle Drake 22. Spark Drake
Grallgarog. Incredibly strong and large for his type, Grallgarog 3. Geyser Drake 23. Rime Drake
defended this vein from twelve different attacks by dwarven miners 4. Lava Drake 24. Ferrous Drake
but has grown weary. Now the creature waits, retreated back to the 5. Tree Drake 25. Sulfur Drake
bowels of the mountain, near the richest portion of the vein, lulling 6. Pond Drake 26. Salt Drake
the determined dwarves into a sense of peace. Once the miners have 7. Moss Drake 27. Lye Drake
their operation fully in place, Grallgarog plans to eat each and every 8. Rock Drake 28. Spite Drake
one of them. 9. Wind Drake 29. Blood Drake
Lentalen Covered with dark, intricate tattoos, this pact drake 10. Dew Drake 30. Bile Drake
serves as the master clerk for a respected shipping company 11. Star Drake 31. Phlegm Drake
in Triolo. Meek and polite, Lentalen somehow escaped brutal 12. Dust Drake 32. Alley Drake
servitude in the southern deserts and arrived aboard a trading
13. Sand Drake 33. Library Drake
vessel just a few years ago. On the rare occasions when he speaks
14. Pit Drake 34. Lute Drake
of those days, the meticulous drake seems almost ashamed of his
15. Timber Drake 35. Alchemy Drake
brave escape. Using his natural talents and special abilities, Lentalen
16. Reed Drake 36. Ink Drake
translates various manifests and orders, maintains the companys
17. Plains Drake 37. Ring Drake
books, and even magically seals secret ledgers.
18. Hill Drake 38. Grease Drake
Seetal Deep in the Margreve Forest, this dream drake sets
19. Island Drake 39. Filth Drake
those who have lost their way back on the path. Directions
20. Slime Drake 40. Vault Drake
through the forest are not her specialty, however. Seetal is a dream
trainer. She takes one apprentice each year and guides them in
strengthening their presence and capability in the phantasmagoric
world of dreams. Its unknown whether any of these students can time the two keep to themselves in their workshop, constantly
actually do the things Seetal teaches, but they all come away from tinkering with new inventions.
the experience strong-minded and ready to do their best in the Sulengrey Exceptionally moody, but transcendent to hear sing,
waking world. Seetal also provides advice for those seeking her this traveling song drake keeps a large and faithful audience in
wisdom. In these cases, Seetal guides such seekers through joyous the cities and towns along the coast of the Ruby Sea. Keeping a
dreams and terrible nightmares, allowing them a unique window nearly constant circuit touring the towns that host him, Sulengrey
into themselves. performs for thousands upon thousands of people every year. In
Seliphuress Wicked and conniving, this ash drake maintains a the winter, when the descending cold fuels the drakes gloomy
semblance of civility when dealing with creatures coming to visit tendencies, he retreats to his studio in Sephaya to compose his
her in her dirty domain. Seliphuress heads a gang of ash drakes next seasons collection of songs. All manner of folk attend his
making their home in the foundry stacks of Zobecks Gear District. performances when held in large venues, but the elite only get
The creatures maintain the chimneys throughout the district in access to choice performances, such as the Three Sails Trilogy
exchange for free roam of the rooftops and a number of ashbins performed upon a pleasure barge over the course of three days on
spread throughout the area, though the creatures often clash with the sea.
rival steam drakes. For additional accommodations, generous Wheshadulen Folktales claim a serpent wriggled the path of the
donations of treasure, or other considerations, Seliphuress shares River Cirkno to the River Argent, and this river drake continues
what she sees from her sooty perch. that work. Wheshadulen claims the whole River Cirkno as his
Stalwart and Vigilant New rumors on Zobecks streets but spends most of his time near the source, rushing along the
claim a massive mechanical creature has begun fighting crime rocks and rapids. He occasionally ventures downriver to torment
in the Free City. This unusual pairing of gear drake and steam those living along the placid banks as the river weaves north. He is
drake collaborated on a marvel of engineering a hulking intoxicated by grandeur and sees himself a sculptor of the world.
body like a monstrous gearforged controlled by both drakes. With almost seasonal regularity, Wheshadulen uses water surges to
Stalwart acts as the brain for the machine he designed, while mold the rivers course an inch at a time but spares communities
Vigilant breathes life into it for every motion. Only rarely does that indulge his fondness for goat by stringing ten or more of the
the couple take their design out into the streets. Most of the animals into the river.

9
Chapter 2:
P layers and Drakes
I fail to understand why my cousins aspire to the overt and
obvious power of true dragons. That sort of threat inspires as
many opponents as it deters. Feigning a position of weakness and
striking when your foe least expects it- that is power.
Asher Xue-jun - Master of Drake Forms

Drakes as Companions
A
s creatures intimately involved in humanoid affairs, drakes make creatures view themselves as the most powerful, clever, and important
obvious choices as companion creatures. The pseudodragon members of whatever groups they join. Everyone else, especially the
has been an option as an enhanced familiar since the early days character belonging to the drake, must work to keep this vital team
of the game. This book provides many low-CR creatures and rules to member happy.
create virtually any kind of drake, all suitable as companions. Unlike Another common line of thought gives drakes a cat-like personality.
other animal companions or typical familiars, however, drakes do not If a cat had intelligence superior to the average human and a
just docilely follow orders and blend into the background. devastating breath weapon, it would expect others to provide for all
In addition to the Willful Companion rules presented later, its needs while it contemplated a ball of yarn. Drakes go beyond mere
treat a drake as an NPC with its own motivations and personality. aloofness. They feel compelled to share their wisdom, especially when
Most drakes have a highly developed superiority complex much like their companions make mistakes. Even the candle drake, considered
their larger and (usually) more majestic relatives. Some say drakes the friendliest of all lesser dragons, enjoys correcting peoples facts. I
overcompensate because they know they cannot possibly compare to told you so appears to be the most common phrase among drakes that
true dragons, but no one ever knowingly says this around drakes. The spend any time with humanoids.

10
P layers and Drakes

Related to this attitude, and owing to their inability to


cause large-scale destruction, drakes almost personify passive Drake Feats
aggressiveness. Pact drakes, for example, use the law to gain The following feats provide benefits to drakes and player characters
revenge against someone who has wronged them, the more alike. The drake feats take advantage of their small stature, and the PC
esoteric the point of law that sees their victims house seized or feats improve interactions with drakes.
freedom taken over an obscure infraction, the more satisfying.
This vengeful streak does not just apply to opponents; even a Cling Attack (Combat)
wizards familiar might disrupt one of its masters spells because You attach yourself to larger enemies allowing you to attack up close
of some slight suffered days prior. A player characters drake will and personal.
never knowingly put anyone in danger with its retaliation, but the Prerequisite: Tiny-sized or smaller
creature could take smug pleasure in telepathically announcing Benefit: If you share the space of a creature Medium-sized or larger,
how it fouled up the alarm spell the wizard tried to cast on you can make a special Combat Maneuver check with a +8 bonus
his pack. Make sure everyone at the table knows this sort of to hold onto the surface of the creature. Once attached you lose any
thing might happen and accepts that, and handle the situation Dexterity bonus to your AC, as does your opponent against your
delicately. Strife among the party can be fun until it becomes attacks. It takes a move action to maintain the hold, but you can still
strive among the players. use standard actions normally. You must succeed on a concentration
Again, with everyones permissionespecially the player of check (DC 15 + spell level) to cast a spell or use a spell-like ability
the hapless PC who thinks he owns the drakethe GM (or
even a different player) should play a companion drakes strong
personality. A snarky know-it-all who occasionally harasses the PCs
about its needs, a much-put-upon intellectual offer unsolicited
advice on everything, or a charming manipulator
steering the group for its own ends all make excellent
choices. Really play it up whenever the drake has
the chance to say, I told you so.
A characters drake may retaliate for a
disagreement or neglect by causing some
minor disruption for the PC responsible.
Jabbering telepathically at a spellcaster trying
to impress strangers (forcing a concentration
check on a non-combat spell), hiding research
materials the PCs need (imposing penalties on
skill checks without dire consequences for failure),
or just playing embarrassing prank on a character are
all suitable revenges, provided they occur only rarely.
A paper drake might use its unfold ability to shape itself
into an unflattering mockery of a partys patron
within sight of said patron.
Alternatively, a combat situation against an
NPC with a drake companion could show
a spiteful example of an evil drakes passive
aggressiveness. Have the drake destroy something
the NPC desperately needs or telepathically
broadcast the NPCs plans. This reinforces the
idea of drakes as autonomous creatures, and it
contrasts a characters drake and its more benign
sense of justice.

Companion Drake Rules


Generally speaking, drakes enjoy the company of
humanoids and find themselves attracted to all
types of characters, regardless of a classs ability to
obtain a familiar or companion creature. Though
these rules relate specifically to drakes, you can apply
them to any intelligent creature (with GM approval,
of course).

11
Table 2-1: Drake Feats
Feat Prerequisite Benefit
Cling Attack Tiny-sized or smaller Make a special Combat Maneuver to attach to an enemy.
Companion Aid Receive additional bonus when companion creature aids you.
Drake Dart Acrobatics 2 ranks, Dodge Make Acrobatics check to set you AC against attack of opportunity.
Ease of Form Ability to shapechange into two Remain in specialized form for longer duration.
different types of creatures
Foe Climb Cling Attack, Dodge, Mobility, Retain your Dexterity bonus while using Cling Attack
Tiny-sized or smaller
Shared Companion At least one character must have a Gain benefits from an allys companion creature
companion creature or familiar
Tooth and Claw Form Improved Unarmed Strike, Your unarmed attacks can deal piercing or slashing damage
base attack bonus +1
Drake Companion Feats
Companion Friend Companion creature or familiar Gain a +4 bonus to convince a companion to do something against
its wishes
Exceptional Relationship Willful Companion Drake, You no longer have to make Diplomacy checks with your drake
Cha 15, character level 11th

Willful Companion Drake Charisma 13, character level 5th Gain a companion drake

while clinging. Opponents can only attack you with one-handed Prerequisite: Willful Companion Drake, Charisma 15, Character
weapons or attempt to remove you with a grapple. You receive a +8 level 11th, animal companion or improved familiar.
bonus to your Combat Maneuver Defense against the grapple check. Benefit: Your drake companion can serve as an animal companion
or improved familiar if you have access to those abilities.
Companion Aid Special: While you still must spend 1 gp per HD per day on your
Your companion creature helps you more than is typical. companion drake, you no longer need to make Diplomacy checks as
Benefit: When flanking or aiding another, your animal companion the two of you have built a bond of trust.
or familiar grants you a +4 bonus.
Normal: Aid another and flanking provide only a +2 bonus. Foe Climb (Combat)
You can scale larger opponents.
Companion Friend Prerequisites: Cling Attack, Dodge, Mobility, Tiny-sized or smaller
Youve become adept at working with willful companions. Benefit: When you make a successful Cling Attack against a
Prerequisite: Companion creature or familiar class feature. Medium or larger opponent,you retain your Dexterity bonus to AC
Benefit: You get a +4 bonus to Diplomacy or Intimidate checks to and you need not spend a move action to maintain your grip, allowing
convince a willful companion to do something it does not want to do. you to use full-round actions.

Drake Dart (Combat) Shared Companion (Teamwork)


By imitating a drakes quickness, you give yourself a better chance to You treat another characters companion as if it were your own.
avoid attacks of opportunity provoked by movement. Prerequisite: At least one character must have a companion creature
Prerequisite: Acrobatics 2 ranks, Dodge or familiar.
Benefit: In place of your armor class, you may make an Acrobatics Benefit: If you and another character have this feat, you gain
check to set the DC for an attack of opportunity against you. benefits related to the other characters animal companion or
familiar. The other characters familiar grants you the same bonus
Ease of Form reduced by 1as it grants its master. If the other character has an
You are comfortable changing shape into a favorite creature. animal companion, you may use one trick the animal has learned
Prerequisite: Ability to change shape into two or more different (specified when a character first takes this feat or when another
types of creatures. character gains an animal companion) as if you were its master.
Benefit: When changing into your creature shapes, treat the This feat grants you a +4 circumstance bonus to use other tricks the
duration as if modified by the Extend Spell feat. This includes any animal knows.
change to spell level and other variables.
Special: This feat may be chosen multiple times. Each time it is Tooth and Claw Form (Combat)
chosen, it applies to a different form. The benefits of this feat do not Striking with speed and grace, you fight like a dragon.
stack with Extend Spell. Prerequisites: Improved Unarmed Strike, base attack bonus +1
Benefit: As a swift action, you can choose to make your unarmed
Exceptional Relationship attacks deal bludgeoning, piercing, or slashing damage. This lasts for
You and your drake companion share a stronger bond. one hour or until you change the effect with a swift action.

12
P layers and Drakes

Willful Companion Drake


You gain a companion drake, though it doesnt regard you as its master. Alternate Class Abilities
Prerequisite: Charisma 13, Character level 5th Each class sees dragons, both true and lesser, in a unique way. Thus, they
Benefit: You attract a drake with Hit Dice no higher than half your have learned new abilities and techniques that reflect their various views.
character level as your companion. The creature has a starting attitude Some directly imitate the creatures, some discover ways to work more
of Helpful. effectively with them, and some direct their energies to combating the
Special: You must assure the fickle drake of your devotion, which creatures. These new class abilities fit well in a drake-centric campaign
requires an expenditure of 1 gp per HD per day. If you provide the but can apply equally well in a more typical campaign.
drake a permanent item it finds useful or aesthetically pleasing, you
meet the requirement as follows: every 10 gp per HD in value satisfies Alchemist
the drake for 1 week (maximum 4), and every 100 gp per HD in value A drake-inspired alchemist can select this alternate class ability.
buys 1 month. Draconic Mutagen: At 8th level an alchemist can create a new
If you do not meet this requirement, you must succeed at a mutagen which gives the alchemist reptilian wings or a breath
Diplomacy skill check (DC 10 + the number of days the requirement weaponchosen at the time of brewingas well as an increase to an
has not been met). Failure means the drakes attitude shifts down associated ability score. The wings provide a fly speed of 90 (poor)
one step. If its attitude shifts to Indifferent, it will leave (or, if your for 10 minutes per alchemist level and a +2 alchemical bonus to
group and the GM agree, the creature will act in a contrary manner Dexterity. The breath weapon version provides a +2 alchemical bonus
determined by the GM). A drake spurned in this manner will return to Constitution and a breath weapon, either a 30-foot cone of cold or
only if the character spends 100 gp per HD per consecutive day he fire or a 60-foot line of acid or electricity, which deals 1d6 damage per
failed to appease the drake. 2 alchemist levels. An alchemist can use the breath weapon a number
Additionally, asking the drake to do something against its nature of times equal to 1/2 his alchemist level + his Intelligence modifier for
(for example, requesting a crimson drake to refrain from starting a the duration of the mutagen. Targets receive a Reflex save (DC 10 +
fire for one day) requires a Diplomacy skill check (DC 15 + twice the 1/2 the alchemists character level + his Constitution modifier) for half
number of days the drake hasnt been pampered). Success means the damage . While under the effect of this mutagen, the alchemist takes
drake agrees to your request, while failure shifts the drakes attitude a -2 penalty to Wisdom and Charisma. Taking this ability replaces the
down one step. The GM determines whether the drake does something poison immunity ability.
contrary to your request.
A PC with this feat can replace a drake each time he gains a Barbarian
level, with the drake agreeing to part company with the character. A A barbarian can select this additional rage power.
character that loses a drake as detailed above can obtain a new one Rage Power: Breath of Rage (Su): Taking a cue from draconic
through this feat when he gains a level as well. creatures, the barbarian may make a breath weapon attack once per
Drakes are particular about the humanoids with which they rage. This attack does 1d6 damage per 2 barbarian levels and can take
associate. The following chart shows the Pathfinder RPG classes the form of a 30-foot line of electricity or a 15-foot cone of acid, cold,
and the drakes (either specific or by type, depending on the class) or fire. Targets receive a Reflex save (DC 10 + 1/2 your barbarian level
which each class can attract. Note: The pseudodragon will follow any + your Constitution modifier) for half damage. This rage power cannot
character regardless of class as long as the character is Good or Neutral. be taken before 8th level.
Class Drake(s)
Alchemist Any material drake Bard
Barbarian Any geographic drake A bard may select this alternate class ability.
Bard Alehouse drake, faerie dragon, song drake Becalming Performance: A bard of 12th level or higher can use
Cavalier Any drake (order of the drake or order of the this ability to induce a state of euphoria in all creatures within 90
dragon cavalier only) feet. Each creature within range receives a Will save (DC 10 + 1/2
Cleric Any drake of the clerics exact alignment the bards class level + his Charisma modifier) to negate the effect. If
Druid Any geographic drake a creature fails, it will cease any hostile actions (including combat)
Fighter Crimson drake while the bard maintains the performance. The affected creatures have
Inquisitor -- a Friendly reaction to all creatures within the effects area. Any attack
Monk Candle drake, gear drake on an affected creature allows a new saving throw against the effect.
Oracle Dream drake, moon drake, plumed drake Becalming performance is a mind-affecting, enchantment (charm)
Paladin Candle drake ability, and it relies on audio and visual components. This ability
Ranger Any geographic drake (a ranger with a related replaces soothing performance.
favored terrain gains a +2 on his
Diplomacy checks) Cavalier
Rogue Sewer drake A cavalier can choose this additional order.
Sorcerer Any esoteric or material drake
Summoner Any drake Order of the Drake
Witch Any esoteric drake Cavaliers belonging to this order are champions of the oppressed
Wizard Any esoteric or material drake dedicated to undermining tyrannical rule.

13
Edicts: The cavalier must work to remove abusive people from level, he can take on the form of a more powerful (still Large) drake,
positions of power, be they sheriff or king. Likewise, he must strive to which functions as drake form IV. This replaces all the elemental body
free the enslaved and those wrongly imprisoned. options of the druids wildshape.
Challenge: Whenever a cavalier of this order issues a challenge, he
receives a +1 morale bonus on all melee attack rolls against the target Fighter
of his challenge whenever the target is grappling another creature or on A fighter dedicated to fighting draconic creatures can select this
the round after the target casts a spell which restricts movement. This alternate class ability.
bonus increases by +1 for per four cavalier levels. Resist Breath Weapon (Ex): Exposure to draconic creatures has given
Skills: An order of the drake cavalier adds Disable Device and the fighter the ability to withstand breath weapons. At 2nd level, the fighter
Escape Artist to his list of class skills. Additionally, when he uses gains a +1 bonus on all saves against breath weapons. This bonus improves
Disable Device to open a lock, he receives a bonus on the check equal by +1 for every four levels beyond 2nd. This ability replaces bravery.
to 1/2 his cavalier level (minimum +1). The Bigger They Are (Ex): Taking the fight to a larger creature
Order Abilities: A cavalier who belongs to the order of the drake grants you a certain resolve. At 5th level, you gain a +1 morale bonus
gains the following abilities as he increases in level. to attack and damage rolls against foes for each size category your foe
Unfetter Ally (Ex): At 2nd level, as a standard action, the cavalier can is larger than you. The overall bonus improves by +1 every four levels
shout encouragement to an ally which grants that ally a +4 competence after 5th. For example, a Medium 5th-level fighter combating a Huge
bonus to CMD against grapples and a +4 competence bonus to Escape dragon gains a +2 bonus to attack and damage rolls, while a Medium
Artist checks. These bonuses last until the end of the cavaliers next turn. 9th-level fighter enjoys a +3 bonus to attack and damage rolls against
At 8th level, and every 6 levels thereafter, the bonuses increase by +2. that same dragon. This ability replaces weapon training 1.
Strength of Freedom (Ex): At 8th level, the cavalier gains
extraordinary strength when attempting to break restraints or ruin Inquisitor
devices meant to imprison. He gains a +5 morale bonus to Strength An inquisitor can add the following to her list of judgments.
checks made to break an object intended to restrain, capture, or Judgment (Su)
imprison another. Dragonfoe: The inquisitor shields herself with confidence when facing
Tyrannys End (Ex): At 15th level, the cavalier becomes a true terror dragons. The inquisitor is immune to fear from creatures of the dragon
to all who would restrict others liberties. His weapons critical threat type. In addition, the inquisitor receives a +2 bonus to saving throws versus
range improves by 1 (this stacks with other effects that improve threat spell-like and supernatural abilities from creatures of the dragon type. At
range), and any threat rolled against an enemy he knows to be a despot, 10th level, whenever the inquisitor make succeeds on a Reflex save against
slaver, etc., is automatically confirmed as a critical hit. breath weapon from creatures with the dragon type, he takes no damage
even if he would normally take half damage. The inquisitor must be
Cleric wearing light or no armor and not be helpless to gain this benefit.
The following domain is available for clerics.
Monk
Drake Subdomain A monk adds the Tooth and Claw Form feat (see pg. 12) to its list of
Associated Domain: Luck possible bonus feats. In addition, a monk may select the following
Replacement Power: The following granted power replaces the alternate class ability.
good fortune power of the Luck domain. Focused Stun (Ex): At 4th level, a monk with this ability applies
Drake Companion (Ex): At 7th level, you gain a drake a +2 bonus to the save DC of his stunning fist for a chosen creature
companion. The cleric gains the Improved Familiar feat, which type (following the rangers favored enemy list, excluding any creatures
allows him to acquire a pseudodragon (or equivalent drake) as a immune to stunning fist). Every 4 levels after 4th, the monk can
familiar. All the benefits and restrictions of Improved Familiar choose a new creature type to apply focused stun. At the same time,
apply. Additionally, the cleric is treated as having a wizard class level the bonus against any selected creature type (including the one just
equal to his cleric level -3. selected) increases by +2. This ability replaces the slow fall ability.
Replacement Domain Spells: 3rdfly, 8thbrilliant inspiration,
9thshapechange Oracle
A dragon-focused oracle can select this new curse.
Druid
A drake-focused druid can select the following alternate class ability. Oracles Curses
Clawed: Your hands have twisted into claws that count as natural
Drakeshape Druid weapons. All your melee and ranged attack rolls suffer a -2 penalty
Rather than assume the form of an abstract element, some druids when using a weapon. Your unarmed attacks are not considered
choose to emulate drakes as material manifestation of natural elements. unarmed and inflict 1d4 damage, improving to 1d8 at 10th level 3d6
Drakeshape (Su): At 6th level, a drakeshape druid can take the at 15th level.
shape of a Small drake, which functions as drake form I (see Drake Scaly: You grow reptilian scales over your skin. Your body becomes
Spells section, pg. 22). At 8th level, he can take the shape of a Medium inflexible as a result, imposing a -4 penalty on Dexterity-base skill
drake, which functions as drake form II. At 10th level, he can assume checks, except for flying. You gain a +1 bonus to natural armor,
the form of a Large drake, which functions as drake form III. At 12th increasing to +2 at 5th level, +4 at 10th level, and +6 at 15th level.

14
P layers and Drakes

Paladin Sorcerer
A paladin who opposes dragons at every opportunity may choose this A sorcerer descended from drakes may be just as powerful as a full-
new archetype. blooded draconic sorcerer.

New Archetype: Dragon Challenger Drake Bloodline


Some paladins view powerful chromatic dragons and other evil Though you have a lesser dragons blood, your power does not pale
draconic creatures as a plague upon civilization. Many of these beside true dragon-blooded sorcerers. Your versatility lets you react to
paladins arise from communities long terrorized by a dragon. any situation with ease.
They use the creatures vanity to goad it into attacking them to the Class Skill: Bluff
exclusion of all others. Bonus Spells: misleading presence (3rd), darkvision (5th), fly (7th),
Smite Evil (Su): This functions as the paladin ability of the same rainbow pattern (9th), telepathic bond (11th), true seeing (13th),
name, except that it deals 3 damage per level to evil dragons and does prismatic spray (15th), protection from spells (17th), shapechange (19th).
no additional damage to evil outsiders or evil undead. Bonus Feats: Acrobatics, Dodge, Fleet, Improved Initiative,
Issue Challenge (Ex): By calling out a draconic opponent as a Lightning Reflexes, Silent Spell, Skill Focus (Bluff), Toughness
standard action, a dragon challenger of 8th level or higher forces the Bloodline Arcana: Any spells you cast during a surprise round have
creature to attempt a Will save (DC 1/2 the paladins class level + his their DC increased by +1.
Charisma modifier) or direct all its attacks against the paladin. This
lasts for a number of rounds equal to the paladins Cha modifier.
Against an effected opponent, the paladin gains a +2 morale bonus to
armor class, attacks rolls, and all saving throws. This ability replaces
aura of resolve.
Enrage Dragon (Ex): At 14th level, the dragon challengers issue
challenge ability causes the dragon to eschew all attacks except melee
attacks if it fails its Will saving throw. The paladins morale bonuses
improve to +6. This replaces the aura of faith ability.

Ranger
Favored Nemesis: At 3rd level, a ranger may select a more specific
favored enemy, for which he receives a +2 bonus above and beyond
his favored enemy bonus. This bonus can only be applied to a non-
humanoid favored enemy the ranger already has and must apply to a
specific creature race. Therefore, the character may choose spiders as
a nemesis from his vermin favored enemy, a specific dragon from his
dragon favored enemy, etc. At 8th level and every five levels thereafter,
the bonus against any one favored enemy increases by +2, and the
ranger may select an additional nemesis. This replaces the favored
terrain ability.

Rogue
Rogue Talent:
Close Windpipe (Ex): Whenever a rogue with this talent
successfully makes a sneak attack, he forces the victim to attempt
a Fortitude save with a DC equal to the sneak attack damage
only (do not include the base die, Strength bonuses, or any other
modifiers). If the creature fails, it cannot vocalize or use a breath
weapon until the beginning of the second round after taking this
damage. A successful DC 15 Heal check, any cure spell or effect, or
regeneration negates this effect.

Advanced Rogue Talents:


Crush Windpipe (Ex): After successfully making a sneak attack, a
rogue with this talent forces his victim to attempt a Fortitude save
with a DC equal to the attacks total damage. If the creature, fails
it cannot vocalize or use a breath weapon until the entirety of the
damage is healed.
Thief (Ex): A rogue with this talent can use the Stealth skill normally
against creatures with blindsense.

15
Bloodline Powers: You have a way of making your opponents Breath Weapon (Su): At 15th level, you gain a breath weapon
underestimate you to their regret. Your allies recognize you as the usable three times per day. With each use, choose an energy type.
champion of the underdog and rally around you even if the cause The breath weapon deals 1d6 damage of this energy type per sorcerer
seems hopeless. level. Targets receive a Reflex save (DC 10 + 1/2 of your sorcerer level
Full of Surprises (Sp): Starting at 1st level, as a standard action, you + your Charisma modifier) for half damage. The breath shape can
gain an insight bonus on attack rolls, skill checks, ability checks, and either be a 30-foot line or a 15-foot cone, chosen at the time of use.
saving throws equal to 1/2 your sorcerer level (minimum +1) until the Drake Versatility (Su): At 20th level, your full drake heritage
end of your next turn. Alternately, you may improve one physical stat blossoms. You gain immunity to paralysis and sleep, and blindsense 60
by an amount equal to 1/2 your sorcerer level until the end of your feet. You also gain the ability to change shape into a drake per drake
next turn. You can use this ability a number of times per day equal to 3 form IV. You can use this change shape ability up to 10 minutes per
+ your Charisma modifier. sorcerer level each day. These minutes need not be contiguous, but
Drake Resistances (Ex): At 3rd level, you gain +2 to saving throws must be used in 1-minute durations.
made against sleep and paralysis effects and resist 5 against an energy
type you choose at this level. At 9th level, you can either improve your Summoner
existing energy resistance to 10 or gain resist 5 against a second energy Good Ally (Ex): The summoner receives Companion Aid as a bonus
type, and your sleep and paralysis saving throw bonuses increase to +4. feat. Taking this ability reduces the bond senses abilitys number of
At 13th level, you can improve an existing energy resistance to 10 (if rounds per day to 1/2 the summoners class level.
applicable) or gain resist 5 against a new energy type.
Flight (Su): At 9th level, twice per day as a standard action, Witch
you can grow wings from your back. This ability, which lasts for a Hex: Flightless (Su): The witch removes the power of flight from a
number of minutes equal to your sorcerer level, gives you a fly speed creature within 60 feet for a number of rounds equal to the witchs
of 60 feet with average maneuverability. At 17th level, you can use class level. Targets flying when subjected to this ability fall 60 feet each
this ability five times per day. At 20th level, your maneuverability round unless it can negate the fall (gliding, feather fall, levitate, etc.). A
improves to good. Fortitude save negates this hex. At 8th level, the duration of this hex
becomes 1 minute per witch level.
Major Hex: Greater Blight (Su): The witch
gains an improved version of the blight
hex, allowing him to blight a dragon, fey, or
humanoid. The curses effect is 2 Constitution
damage per day, rather than 1. All other
restrictions from blight apply to greater blight.

Wizard
Additional Bonus Feat: A wizard can add
Improved Familiar to his list of Bonus Feats
for the purpose of obtaining a drake familiar,
though doing so in this way reduces the masters
caster level by 1 for familiar-related abilities.

Draconic Focused Arcane School


Associated School: Transmutation School
Replacement Powers: The following school
powers replace the telekinetic fist and change shape
powers of the transmutation school.
Burst of Flight: As a standard action once per
day, you sprout wings from your back, giving you a
fly speed of 30 (poor) for a number of rounds equal
to 1/2 your wizard level. At 5th level and every five levels
thereafter, you gain one additional use of this power. At
the same time, your fly speed improves by 15 feet,
with the maneuverability improving to average at a
fly speed of 60 and good at a fly speed of 90.
Change Shape (Su): This functions as the change
shape power of the transmutation school, except the
power functions like drake form I at 8th level, drake
form II at 12th level, drake form III at 16th level, and
drake form IV at 20th level.

16
P layers and Drakes

Table 2-2: Drake Tamer


Base Fort Ref Will Spells per Day
evel Attack Save Save Save
L Special 1 2 3 4 5 6
1st +0 +0 +0 +2 Dragon friend, Drake companion (CR 1 with young 1
creature template or 3 feature points), Share spells,
Empathic link
2 nd +1 +0 +0 +3 Drake flank, Summon drake (CR 1) 2
3rd +2 +1 +1 +3 Deliver touch spells, Drake companion (CR 2 or 3
10 feature points)
4 th +3 +1 +1 +4 Drake feature (2 points), Summon drake (CR 2) 3 1
5th +3 +1 +1 +4 Drake companion (CR 3 or 15 feature points) 4 2
6th +4 +2 +2 +5 Drake devotion, Summon drake (CR 3) 4 3
7th +5 +2 +2 +5 Drake companion (CR 5 or 25 feature points) 4 3 1
8th +6/+1 +2 +2 +6 Drake apportation (teleport or switch places within 4 4 2
line of sight), Summon drake (CR 4)
9th +6/+1 +3 +3 +6 Drake companion (CR 7 or 35 feature points), 5 4 3
Drake telepathy (1 mile)
1 0th +7/+2 +3 +3 +7 Drake feature (7 points), Summon drake (CR 6) 5 4 3 1
11th +8/+3 +3 +3 +7 Drake companion (CR 9 or 45 feature points) 5 4 4 2
12th +9/+4 +4 +4 +8 Scry on drake, Summon drake (CR 8) 5 5 4 3
13th +9/+4 +4 +4 +8 Drake companion (CR 11 or 55 feature points) 5 5 4 3 1
14th +10/+5 +4 +4 +9 Drake telepathy (same plane), Summon drake (CR 10) 5 5 4 4 2
15th +11/+6/+1 +5 +5 +9 Drake companion (CR 13 or 65 feature points) 5 5 5 4 3
16th +12/+7/+2 +5 +5 +10 Drake diplomat, Drake feature (12 points), 5 5 5 4 3 1
Summon drake (CR 12)
1 7th +12/+7/+2 +5 +5 +10 Drake companion (CR 15 or 75 feature points) 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Drake apportation (teleport on same plane, or switch 5 5 5 5 4 3
places within one mile), Summon drake (CR 14)
1 9th +14/+9/+4 +6 +6 +11 Drake companion (CR 17 or 85 feature points) 5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Dual drake, Summon drake (CR 16) 5 5 5 5 5 5

Drake Tamer (Alternate Class) Class Skills


With few exceptions, drakes enjoy being around humanoids. The The drake tamers class skills are Appraise (Int), Bluff (Cha),
tor drake, considered one of the most anti-social drakes, spends time Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha),
talking to its charges in the graveyards and burial mounds it claims. Knowledge (arcana) (Int), Linguistics (Cha), Perception (Wis), Ride
Even the psychopathic crimson drake enjoys wreaking destruction (Dex), Sense Motive (Wis).
alongside goblins and other pyromaniac creatures. Skill Ranks at Each Level: 4 + Int modifier.
Even the most social drake requires some persuading to follow the
will of a group, however. Drakes have the draconic superiority complex Class Features
and often believe they are doing their companions a favor just by being All of the following are features of the drake tamer.
there. With the right mix of suggestion, flattery, and intimidation lets Weapon and Armor Proficiency: Drake tamers are proficient with
a drake tamer assure her drakes of their presumed rightful place while all simple weapons and with light armor. A drake tamer can cast spells
still getting a lot of use from them. while wearing light armor without the normal arcane spell failure
The drake tamer is an alternate class. While this class shares many chance. A drake tamer wearing medium or heavy armor, or using a
features with the summoner base class, it focuses exclusively on shield, incurs an arcane spell failure chance if the spell has a somatic
calling and improving a drake companion, either by calling higher component. A drake tamer multiclassing to another arcane spellcasting
CR drakes or by using the rules in this book to add features to an class incurs the normal arcane spell failure chance for spells received
existing drake. from that other class.
Role: A drake tamer brings a valued companion with her who Spells: A drake tamer casts arcane spells from the summoner spell
improves and grows alongside her. As someone who understands list from the Pathfinder RPG Advanced Players Guide (as well as the
draconic creatures, she enhances her partys ability to diplomatically summoner spells contained in this book), with the exception of spells
interact with all sorts of dragons and related beasts. affecting eidolons only. She can cast any spell she knows without
Alignment: Any. preparing it ahead of time up to her allotment of spells per day for each
Hit Die: d8. spell level. This allotment is given on the table below. In addition, she

17
Table 2-3: Drake Tamer Spells Known drake tamer may instead create a drake using an initial 3 feature points,
Level 0 1 2 3 4 5 6 with no breath weapon, and improving to 5 feature points and adding
1st 4 2/1 -- -- -- -- -- its breath weapon when she reaches 2nd level. She gains an additional
2nd 5 3/2 -- -- -- -- -- 5 feature points to spend on her drake at every subsequent odd level
3rd 6 4/3 -- -- -- -- -- through 5th level. At 7th level and every subsequent odd level, the
4th 6 4/3 2/1 -- -- -- -- feature points increase by 10. When a companion drake dies, before
5th 6 4/4 3/2 -- -- -- -- the drake tamer can replace it, she must wait one week and perform
6th 6 4/4 4/3 -- -- -- -- a ritual costing 200 gp per CR of the creature she wishes to attract.
7th 6 5/4 4/3 2/1 -- -- -- Dismissing a drake does not have this requirement, but the drake tamer
8th 6 5/4 4/4 3/2 -- -- -- must actively search for a new companion.
9th 6 5/5 4/4 4/3 -- -- -- Empathic Link (Su): The drake tamer has an empathic link with
10th 6 5/5 5/4 4/3 2/1 -- -- her drake companion out to one mile. This link can communicate
11th 6 6/5 5/4 4/4 3/2 -- -- feelings and emotions but not complex or coherent thoughts or sensory
12th 6 6/5 5/5 4/4 4/3 -- -- input. The drake tamer has the same connection to an item or place
13th 6 6/5 5/5 5/4 4/3 2/1 -- that her companion does.
14th 6 6/5 6/5 5/4 4/4 3/2 -- Share Spells (Su): The drake tamer may cast a spell with a target of
15th 6 6/5 6/5 5/5 4/4 4/3 -- you on her drake companion (as a touch spell) instead of on herself.
16th 6 6/5 6/5 5/5 5/4 4/3 2/1 She may cast spells on the drake even if the spells do not normally
17th 6 6/5 6/5 6/5 5/4 4/4 3/2 affect creatures of the dragon type.
18th 6 6/5 6/5 6/5 5/5 4/4 4/3 Drake Flank (Ex): The drake tamer effectively teams up with her
19th 6 6/5 6/5 6/5 5/5 5/5 4/4 drake companion. At 2nd level, she gains an additional +2 bonus to hit
20th 6 6/5 6/5 6/5 6/5 5/5 5/5 when she flanks with her drake. The drake is also considered to have an
effective reach of 5 feet, regardless of its size, when it is flanking with
the drake tamer.
Summon Drake (Sp): Beginning at 2nd level, the drake tamer
gains bonus spells per day if she has a high Charisma score (refer to the may call a drake for a short period of time. A number of times per
Pathfinder RPG Core Rulebook). day equal to 3 + her Charisma modifier, she can summon a CR 1
A drake tamer must have a Charisma score equal to at least 10 + the drake as a standard action. The drake remains for 1 round per level.
spell level to learn or cast a spell. The save DC against a drake tamers Otherwise, this ability functions as summon monster I. At each even
spell is 10 + spell level + drake tamers Charisma modifier. level beyond 2nd, the maximum CR of the summoned drake increases
A drake tamers selection of spells is highly limited. At first level, as listed in the table below. Simultaneously, the ability functions as the
she knows four 0-level spells and two 1st-level spells of her choice and next higher-level summon monster spell, up to a maximum of summon
gains spells according to the table below. Her Charisma score does not monster IX at 18th level. At 10th level, the time increases to 1 minute
alter the number of spells known. per level. The drake tamer may only summon one drake at a time with
Beginning at 5th level, and at every third level thereafter, a drake this ability. If she uses the ability again, any existing summon drake
tamer can choose to replace one spell she already knows with another effect immediately ends.
spell of the same spell level. The new spells level cannot be higher level Deliver Touch Spells (Su): At 3rd level, the drake tamer can imbue her
than one less than the highest-level spell she can cast. She may swap drake to deliver spells with a range of touch. If the drake tamer and her
out only a single spell at any given level and can only swap the spell out drake are in physical contact when the drake tamer casts the spell, she can
at the same time she gains new spells known for that level. designate her companion as carrying the spell. The drake carries the spell
Cantrips: A drake tamer learns a number of cantrips (0-level spells) for a number of rounds equal to the drake tamers Cha modifier and can
as noted on the table below. They are cast like any other spells, but deliver the touch spell just as the drake tamer would. If the drake tamer
they may be cast any number of times per day. Cantrips prepared using casts another spell before the touch is delivered, the touch spell dissipates.
1st- and higher-level spell slots, due to metamagic feats, for example, Drake Feature (Su): The drake tamer takes on some of the aspects
consume spell slots as normal. of her companion. At 4th level, she may spend 2 feature points on
Dragon Friend (Ex): A drake tamer knows how to deal with all herself but only to duplicate an ability possessed by her companion.
types of dragons, adding half her drake tamer level (minimum 1) to She gains 5 feature points at 10th level and 7 at 16th level.
all Charisma-based skill checks when interacting with creatures of the Drake Devotion (Ex): At 6th level, the drake tamers drake gains a
dragon type. +4 morale bonus to Will saves against enchantment spells and effects.
Drake Companion (Ex): At 1st level, the drake tamer gains a Drake Apportation (Su): At 8th level, the drake tamer learns to
drake companion with a maximum CR of 1. The drake at 1st level also magically cross long distances with her drake companion. This ability
applies the quick rules version of the young creature template and loses requires line of sight and works exactly like the dimension door spell,
any breath weapons. At 2nd level, the drake improves to its full CR 1 save that the drake tamer or her drake companion must arrive within
statistics. At every subsequent odd level until 5th level, the maximum five feet of the other. Alternatively, this ability can transpose the drake
CR increases by 1. After 5th level, the maximum CR increases by 2 at tamer and her companion, provided there is room at the respective
every odd level. destinations. At 18th level, this ability functions exactly like greater
Alternatively, using the drake building rules featured in this book, a teleport, with the added ability to exchange places.

18
P layers and Drakes

Drake Telepathy (Su): The drake tamer learns to improve on Role: A master of drake forms generally becomes hardier than before,
her empathic contact with her companion. At 9th level, she can and he gains a sustainable ability to fly. This leads to the character
communicate with her drake telepathically up to 1 mile away. At 14th becoming more of a skirmisher in battle situations, but the classs special
level, this ability has an unlimited range, as long as both are on the abilities allow him to remain in the rear of a party if necessary. Finally,
same plane. taking on the appearance of another characters familiar adds an element
Scry on Drake (Su): As the drake tamer progresses in power, her of surprise when a diplomatic situation turns to combat.
connection to the drake strengthens. At 12th level, she can scry on any Alignment: Masters of drake forms typically stay neutral on the
of her drake companions (as if casting the scrying spell) a total of twice good/evil axis, but there are plenty of good and evil masters whose
per day. drake forms match their outlook. Due to the mercurial nature of the
Drake Diplomat (Ex): Years of working with drakes has given the class, far more of these characters are chaotic than lawful.
drake tamer a reputation with draconic creatures. When the drake tamer Hit Die: d8.
reaches 16th level, a creature of the dragon type must make a Will save
(DC 10 + half the drake tamers class level + Charisma modifier) to attack Requirements
the drake tamer, as long as she does not attack the dragon. To qualify to become a master of drake forms, a character must
Dual Drake (Su): By 20th level, the drake tamer shares a complete fulfill all the following criteria.
connection with her drake. As a standard action, she can assume the Skills: Fly 2 ranks, Knowledge (arcana) 5 ranks.
drakes shape, copying all of its abilities. Her Strength, Dexterity, and Special: Must have shapechanged, at least partially, into a draconic
Constitution scores change to match the base scores of her drake. The form. This can either be done through an inherent class ability or
new form absorbs her clothing and gear. Any items with continuous becoming the target (willingly or unwillingly) of a spell or ability, such
effects continue to function in the new form. She gains her drakes as polymorph.
abilities while losing her own natural attacks and all racial traits,
with the exception of bonus feats, skills, and languages. She can keep Class Skills
this form for a number of minutes per day equal to her drake tamer The master of drake forms class skills are Bluff (Cha), Disguise
level. This duration need not be consecutive, but it must be spent in (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int),
1-minute increments. Ending this effect requires a free action. Perception (Wis), Sense Motive (Wis).
Skill Ranks at Each Level: 2 + Int modifier.

Master of Drake Forms Class Features


Prestige Class All of the following are features of the master of drake forms class.
Weapon and Armor Proficiency: Masters of drake forms gain no
Some spellcasters seek to emulate the variety displayed by these proficiency with any weapon or armor.
diverse creatures. Whether that desire ultimately drives them to Drakeshape (Su): Changing shape into a variety of drakes comes
take on a true dragons or a lesser dragons form, these shapeshifters easily to this character. At 1st level, the master of drake forms can cast
relish the freedom they achieve. With intense study and practice, drake form I once per day. At 4th, 7th, and 10th level, he gains another
masters of drake forms can become indistinguishable from the use of this ability, and the effect improves to the next drake form spell
creatures they mimic. (drake form II at 4th level, etc.). This ability lasts for 10 continuous
Gifted sorcerers, druids, and (occasionally) wizards gravitate to this minutes per class level.
discipline. Very rarely, a martial character who has received the gift Dragon Tongue (Ex): The master of drake forms gains the ability to
of shapechanging through an item or spell will become a master of speak Draconic at 1st level. As a purely cosmetic effect, the characters
drake forms. tongue becomes longer and may fork.

Table 2-3: Master of Drake Forms


Level Base Fort Ref Will Special
Attack Save Save Save
1st +0 +1 +1 +0 Drakeshape (1/day), Dragon tongue
2nd +1 +1 +1 +1 Dragonhide, Draconic vision (low-light vision), Familiar downplay
3rd +2 +2 +2 +1 Drake feat, Draconic resistances (sleep)
4th +3 +2 +2 +1 Drakeshape( 2/day), Drake bite, Two is better than one (same drake, drake form I)
5th +3 +3 +3 +2 Drake feat, Flight (60 feet/average maneuverability)
6th +4 +3 +3 +2 Breath weapon (10d6, 1/day)
7th +5 +4 +4 +2 Drake feat , Drakeshape (3/day)
8th +6 +4 +4 +3 Draconic vision (darkvision), Draconic resistances (immunity to sleep/resist paralysis)
9th +6 +5 +5 +3 Drake feat, Two is better than one (different drakes, drake form II)
10th +7 +5 +5 +3 Apotheosis, Breath weapon (15d6, 2/day), Drakeshape (4/day), Flight (90 feet, unlimited use)

19
Drake Feat (Ex): At each level indicated in the table, the master of Playing Drakes
drake forms chooses a bonus feat from the following list: Flyby Attack, As drakes find themselves deeply intertwined in humanoid affairs, they
Hover, Improved Natural Armor, and Wingover. With the exception of can potentially make good player character races as well, if your game
Improved Natural Armor, these feats may only be used while in drake supports that. This section provides guidelines for creating a drake PC.
form or when he gains flight through other means. The Pathfinder Roleplaying Game does not currently have rules for
Dragonhide (Ex): The master of drake forms takes on some of the playing monsters at all CRs, and providing such a system is beyond the
toughness of the creatures he duplicates. At 2nd level, he gains natural scope of this book. However, the Bestiaries include numerous examples
armor +1, which stacks with existing natural armor. of viable characters from monstrous humanoid races.
Draconic Vision (Ex): Taking drake form also gives the master the The pseudodragon makes the most obvious choice as a CR 1 creature
ability to see like his chosen creatures. At 2nd level, the character gains low- with reasonable abilities. Written in the Bestiary format, and with a few
light vision, or darkvision 30 feet if he already has low-light vision, or he necessary tweaks, a pseudodragon character would look like this:
extends existing darkvision by 30 feet. At 8th level, he gains darkvision 60
feet, or extends existing darkvision by 60 feet. As a purely cosmetic effect, Pseudodragon Characters
the characters eyes become reflective and may develop slit pupils. Pseudodragons are defined by their class levels and do not possess
Familiar Downplay (Ex): At 2nd level, the master of drake forms racial Hit Dice. A pseudodragons CR is equal to his class level.
may make a Bluff or Disguise check to give the appearance of being Pseudodragons have the following racial traits.
another characters familiar. If he succeeds, he automatically gets to act -2 Strength, +2 Dexterity: Pseudodragons are fast and
in the surprise round where a social situation turns violent. maneuverable, but fairly weak.
Draconic Resistances (Ex): The character gains more draconic Tiny: Pseudodragons are Tiny creatures and gain a +2 size bonus to
toughness as he progresses. At 3rd level, he gains a +4 competence bonus their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and
to saving throws against sleep effects. At 8th level, he is immune to sleep CMD, and a +8 size bonus on Fly and Stealth checks. They also have a 0
effects and gains a +4 competence bonus to saving throws against paralysis. ft. reach, with the exception of their tails, which have a 5 ft. reach.
Drake Bite (Ex): The master of drake forms can always bring Slow Movement: Pseudodragons have a base speed of 15 ft. on
draconic might to bear. Beginning at 4th level, as a swift action, his jaw the ground.
and teeth change to provide a bite attack (1d8), considered an additional Flight: Pseudodragons fly naturally with a 60 ft. fly speed and good
primary attack. This ability can be used a number of times per day equal maneuverability, which gives them a +4 bonus on fly checks.
to the masters class level and lasts 1 minute with each use. Tough Hide: Pseudodragons gain a +2 natural bonus to Armor Class.
Flight (Ex): At 5th level, while in his unchanged form, the master of Senses: Pseudodragons have blindsense 60 ft., darkvision 60 ft., and
drake forms can manifest wings as a standard action a number of times per low-light vision.
day equal to his class level. This provides a fly speed of 60 feet with average Stealthy: Pseudodragons gain a +2 racial bonus on Stealth checks;
maneuverability and lasts for 10 minutes per class level. At 10th level, the this improves to a +4 bonus in forests.
characters flight speed improves to 90 feet and he may manifest wings at will. Draconic Immunities: Pseudodragons are immune to magic
Breath Weapon (Su): As the character becomes more at ease with paralysis and sleep effects.
drake forms, he learns to master a breath weapon at 6th level. This Spell Resistance: Pseudodragons have SR equal to 11 + class levels.
ability can be used once per day and does 10d6 damage. This ability Natural Attacks: Pseudodragons have a bite attack (1d2 damage)
duplicates a breath weapon belonging to a drake into whose form the and a tail sting attack (1d3 damage). Once per day per Con bonus
character may change or is chosen when he acquires this ability. He (minimum 1/day), as a free action, the tail can inject a mild poison
gains another use (dealing 15d6 damage) at 10th level. (injury; save Fort 1/2 class levels + Con bonus + 2; frequency 1/minute
Two Is Better than One (Su): The master of drake forms sees the for 10 minutes; effect sleep for 1 minute; cure 1 save).
value in the drakes ability to work with others to improve combat Languages: Pseudodragons begin play understanding Draconic and
capability. At 4th level, the character may use his drakeshape ability Common. While they can communicate telepathically to a range of 60
to transform into 2 drakes of the same type as drake form I but with a feet, they are limited to communicating in languages they understand.
duration of only one minute. At 8th level, the character may choose 2 Those with high Int scores can choose from the following bonus
different drakes for this ability, and it functions as drake form II with a languages: Elven, Gnome, Halfling, or Sylvan.
duration of one minute per master of drake forms level. The array of abilitieswith a reduced Stealth bonus to match up
The master does not gain additional copies of items that would with bonuses for other races, and a limit to the poison use to remain
remain untransformed, so he must decide which drake gets which item. equivalent to spell-like abilities of other racescompares favorably to other
Likewise, the character does not gain any additional spells or uses of monster races. In fact, the creatures strength penalty means it wont deal
abilities. Any ongoing effects still apply to both drakes. incredible amounts of damage. As an optional rule, a GM can require a
The master must decide how many hit points each drake form has pseudodragon character to take the Natural Spell feat to effectively cast
from his current total hit points. If one drake is reduced to 0 hit points, spells with verbal components, due to its inability to speak. This rule
the effect ends, stunning the character for 2 rounds. intends to offset the pseudodragons flight and armor class advantages by
Apotheosis (Su): The master of drake forms achieves the pinnacle of increasing the cost to take a spellcasting class the race is overwhelmingly
draconic power at 10th level. The character gains a +4 to Constitution suited for, but should only be implemented with everyones agreement.
and Intelligence, his natural armor improves by +2, he becomes Alternately, the characters fly speed and maneuverability can be reduced to
immune to paralysis, he gains resistance 5 to a type of energy chosen by 40 ft. (average) until the character reaches 3rd level, and the character gains
the character, and he manifests claws as a primary attack (1d6). +1 to natural armor at 2nd and 3rd level.

20
P layers and Drakes

Using this example, a candle drake/lantern dragonette from this reach its third class level, though it should gain only one levels
book would have the following entry: worth of hit points.
If no existing drake suits your tastes, this book provides a myriad
Candle Drake Characters of options in the drake-building chapter for nearly
Candle drakes are defined by their class levels and do not any concept. With your GMs approval,
possess racial Hit Dice. A candle drakes CR is you can take either the Tiny or Small
equal to his class level. Candle drakes have base drake and augment it with
the following racial traits. 5 (Tiny) or 10 (Small) feature
-2 Strength, +2 Intelligence: points, spread across at least
Candle drakes are highly intelligent two different options. The
but not very strong. pseudodragon (above)
Tiny: Candle drakes are follows this convention
Tiny creatures and gain a +2 fairly closely (loss
size bonus to their AC, a +2 of breath weapon,
size bonus on attack rolls, a additions of blindsense,
-2 penalty to their CMB and poison, spell resistance,
CMD, and a +8 size bonus on and limited telepathy).
fly and Stealth checks. They Since a Tiny drake
also have a 0 ft. reach. starts off as a CR 1
Slow Movement: Candle creature, it can start off
drakes have a base speed of 15 ft. as a 1st level character
on the ground. with no racial Hit Dice. A
Flight: Candle drakes fly Small drake begins as a CR2
naturally with a 40 ft. fly speed and creature, so it would retain its
average maneuverability. racial Hit Dice, but it would follow
Tough Hide: Candle drakes gain a +2 the class progression outlined previously.
natural bonus to Armor Class. Regardless of source, Tiny drakes have a
Senses: Candle drakes have darkvision 60 ft. and low- -2 Strength and +2 Dexterity racial adjustment, while
light vision. Small drakes have a +2 Dexterity and +2 Charisma racial adjustment.
Spell-Like Abilities: Candle drakes have continual light as a constant All drakes have enough articulation in their claws and enough
spell-like ability. Additionally, they have a pool of spell-like abilities connection to magical energies to cast spells without difficulties.
which they can choose from, with a maximum of 4 total spell levels per However, the optional rule detailed above for the pseudodragon can be
day (0-level spells count as 1 spell level): burning hands, color spray, flare, applied here.
hypnotic pattern, pyrotechnics, and scorching ray. A candle drakes caster
level for his spell-like abilities is equal to his character level. Drake PC Roles
Draconic Immunities: Candle drakes are immune to magic While drakes as described in this section seem less effective in combat
paralysis and sleep effects. or spellcasting roles, they are versatile enough to take on any role. When
Spell Resistance: Candle drakes have SR equal to 11 + class levels. choosing character classes, most drakes gravitate towards druid, especially
Vulnerable to Magical Darkness: Candle drakes in an area of any drake with ties to a geographic or natural concept; rogue, due to their
magical darkness lose their spell-like abilities and ability to fly. They size and natural stealth; or sorcerer, with an unsurprisingly large number
also take 1 Constitution damage for every minute of exposure. awakening their draconic bloodline. A substantial minority of drakes have
Natural Attacks: Candle drakes have a bite attack that does 1d2 damage. even put aside their usual chaotic tendencies and trained as monks. However
Languages: Candle drakes begin play speaking Draconic and strange it may appear though, one could easily create a drake barbarian,
Common. While they can communicate telepathically to a range of cavalier, fighter, or paladin. Although the latter three classes typically include
60 feet, they are limited to communicating in languages they know. armor which is more expensive and potentially too cumbersome for a drake,
Those with high Int scores can choose from the following bonus its natural armor and greater mobility offset that need.
languages: Dwarven, Elven, Gnome, Halfling, or Ignan. A drake character usually takes on the role of diplomat, infiltrator,
The candle drake has a decent set of abilities, but the vulnerability to or spy. Most drakes associating with humanoids become friendly and
magical darkness offsets any major advantages the character might have highly suited to working with these creatures. Where a gargantuan
at lower levels. dragon terrifies, the much smaller drake can put others at ease. A drake
characters natural draconic arrogance may occasionally emerge, especially
Advancing Levels as a Drake PC when discussions arent going his way, or he feels the need to impart
Any other CR 1 drake from the Pathfinder RPG Bestiary or from some ancient wisdom ironic since most drakes have life spans shorter
this book easily translates into a PC using these guidelines. A CR 2 than even humans. When this slip occurs, a drake used to dealing with
drake does not start off with any character levels, and gains its first humanoids usually recovers quickly and can cover such gaffs with charm.
class level when other characters would reach 2nd level. According Due to their size and ability to fly, drake PCs often find their
to the Bestiary, such a creature then gains two levels when it would parties relying on them to get into normally inaccessible areas.

21
That warehouse window 30 feet up and only 1 foot square?
Lacking a rogue with excellent Climb and Escape Artist skills, Drake Spells
the Tiny flying drake can surely get there and get in. A drake Like their greater cousins, magic is intertwined with these draconic
character might draw the line at squeezing into a sewer pipe, but creatures. Spellcasters spending time with drakes long ago developed
he generally sees these requests as a chance to reinforce his obvious spells to aid and enhance their companions, even borrowing some of
value to the party. their inherent magical power.
An arcane spellcasting drake PC in an area with a large
population of spellcasters can adopt an unassuming appearance as a Alchemist Spells
wizards familiar and telepathically coach another party member to 4th-Level Alchemist Spells
play the role of a sorcerer or wizard, possibly requiring some Bluff Drake Form I: Take the form of a Small drake.
checks to remain convincing. While playing a mere companion
might tweak a drake characters pride, those who ignores him do so 5th-Level Alchemist Spells
at their peril. The character should ensure that any detractors get Drake Form II: Take the form of a Medium drake.
their comeuppance.
Finally, a player could run a drake PC as a willful companion 6th-Level Alchemist Spells
for another players PC. This would require coordination Drake Form III: Take the form of a Large drake.
between the two players (and possibly the GM), but it could
be a fun pair of roles to play, considering the drakes feelings Bard Spells
of superiority and the temptation for the master character to 1st-Level Bard Spells
order her familiar around. Influence: +20 to your next Charisma-based skill check.
Misleading Presence: Avoid attacks of opportunity when making
ranged attacks.

2nd-Level Bard Spells


Drake Speech: Telepathically communicate with drakes.

3rd-Level Bard Spells


Tame Drake: Befriend a lesser dragon.

4th-Level Bard Spells


Influence, Greater: Like influence but +30 bonus.

Cleric Spells
1st-Level Cleric Spells
Protection from Lesser Dragons: +2 to AC and saves,
plus additional protection against lesser dragons.

Druid Spells
1st-Level Druid Spells
Grant Secondary Attack: Give a target a
temporary natural attack.
Veil Companion: Hide your familiar or other
companion creature.
Wingspan: Improves a targets fly speed and
maneuverability.

2nd-Level Druid Spells


Drake Speech: Telepathically communicate with drakes.
Veil Companion, Greater: As veil companion, but with
protection from divination.

3rd-Level Druid Spells


Tame Drake: Befriend a lesser dragon.

Inquisitor Spells
5th-Level Inquisitor Spells
Greater to Lesser: Reduce a target dragons power.

22
P layers and Drakes

Paladin Spells Summoner Spells


1st-Level Paladin Spells 1st-Level Summoner Spells
Protection from Lesser Dragons: +2 to AC and saves, plus Grant Secondary Attack: Give a target a temporary natural
additional protection against lesser dragons. attack.
Veil Companion: Hide your familiar or other companion creature. Veil Companion: Hide your familiar or other companion
creature.
2nd-Level Paladin Spells Wingspan: Improves a targets fly speed and maneuverability.
Veil Companion, Greater: As veil companion, but with protection
from divination. 2nd-Level Summoner Spells
Veil Companion, Greater: As veil companion, but with protection
Ranger Spells from divination.
1st-Level Ranger Spells
Grant Secondary Attack: Give a target a temporary natural attack. 5th-Level Summoner Spells
Veil Companion: Hide your familiar or other companion creature. Lesser to Greater: Enhance a lesser dragon.
Wingspan: Improves a targets fly speed and maneuverability.
Witch Spells
2nd-Level Ranger Spells 1st-Level Witch Spells
Drake Speech: Telepathically communicate with drakes. Influence: +20 bonus to your next Charisma-based skill check.
Veil Companion, Greater: As veil companion, but with protection Misleading Presence: Avoid attacks of opportunity when making
from divination. ranged attacks.
Veil Companion: Hide your familiar or other companion creature.
3rd-Level Ranger Spells
Tame Drake: Befriend a lesser dragon. 2nd-Level Witch Spells
Drake Speech: Telepathically communicate with drakes.
Sorcerer/Wizard Spells Veil Companion, Greater: As veil companion, but with protection
1st-Level Sorcerer/Wizard Spells from divination.
Grant Secondary Attack: Give a target a temporary natural
attack. 4th-Level Witch Spells
Influence: +20 bonus to your next Charisma-based skill check. Influence, Greater: Like influence but +30 bonus.
Misleading Presence: Avoid attacks of opportunity when making
ranged attacks. 7th-Level Witch Spells
Protection from Lesser Dragons: +2 to AC and saves, plus Greater to Lesser: Reduce a target dragons power.
additional protection against lesser dragons.
Veil Companion: Hide your familiar or other companion creature.
Wingspan: Improves a targets fly speed and maneuverability. Spells
2nd-Level Sorcerer/Wizard Spells Converse with Drake
Drake Speech: Telepathically communicate with drakes. School divination; Level bard 2, druid 2, ranger 2, sorcerer/wizard 2,
Tame Drake: Befriend a lesser dragon. witch 2
Veil Companion, Greater: As veil companion, but with protection Casting Time 1 standard action
from divination. Components V, S
Range personal
4th-Level Sorcerer/Wizard Spells Target you
Drake Form I: Take the form of a Small drake. Duration 1 min./level
Influence, Greater: Like influence but +30 bonus. Saving Throw see text; Spell Resistance no
You gain a limited form of telepathy, which allows you to
5th-Level Sorcerer/Wizard Spells communicate with any lesser dragon within 100 feet, regardless of the
Drake Form II: Take the form of a Medium drake. creatures capability. Communicating with a companion dragon has an
Lesser to Greater: Enhance a lesser dragon. unlimited range with this spell as long as the creature is on the same
plane. An unwilling dragon must succeed at a Will save to ignore your
6th-Level Sorcerer/Wizard Spells telepathic contact.
Drake Form III: Take the form of a Large drake. Converse with drake does not change the disposition of the
creature contacted. Unpredictable or aggressive drakes may react
7th-Level Sorcerer/Wizard Spells strongly to intrusive thoughts, shifting their attitude down one
Drake Form IV: Take the form of a powerful Large drake. step. A caster can attempt a Diplomacy check to alter attitudes
Greater to Lesser: Reduce a target dragons power. as normal.

23
Drake Form I attack does provide that attack. The target may attack with the
School transmutation (polymorph); Level alchemist 4, sorcerer/wizard 4 transformed appendage as a secondary attack, which does base damage
Casting Time 1 standard action per table 3-1 in the Pathfinder Bestiary. Alternatively, this spell may
Components V, S, M (scale from the drake which you plan to duplicate) improve an existing secondary attack to deal damage as if the target
Range personal were one size larger.
Target you
Duration 1 min./level (D) Greater to Lesser
Saving Throw see below; Spell Resistance no School transmutation (polymorph); Level sorcerer/wizard 7,
You become a Small lesser dragon. You gain a +4 size bonus to inquisitor 5, witch 7
Dexterity, a +2 natural armor bonus, fly 40 feet (poor), darkvision Casting Time 1 standard action
60 feet, telepathy, and a bite (1d6) attack. Additionally, if the Components V, S, M (dragon eggshell)
drake form has a breath weapon, you gain its breath weapon Range close (30 ft. + 10 ft./level)
albeit limited to 4 dice of damagewhich allows a Reflex save for Target one dragon
half damage. Duration permanent
Saving Throw Fortitude negates; Spell Resistance yes
Drake Form II A dragon with fewer than 15 Hit Dice targeted by this spell
School transmutation (polymorph); Level alchemist 5, sorcerer/ becomes a lesser dragon (determined by the caster) of no more
wizard 5 than 1/3 its current HD. The creature retains its Intelligence,
This spell functions as drake form I, except you can also assume Wisdom, and Charisma scores, as well as all of its extraordinary and
the form of a Medium lesser dragon. You gain a +2 size bonus to supernatural abilities, which are subject to the new forms HD and
Strength, Dexterity and Constitution, a +3 natural armor bonus, fly physical stats. Breath weapons are limited to half its HD (minimum
60 feet (poor), darkvision 60 feet, telepathy, and a bite (1d8) attack. of one die of damage). Additionally, it loses any spell-like abilities
Additionally, if the drake form has a breath weapon, you gain its breath available to adult or older dragons, and its spell casting is limited to 0
weaponalbeit limited to 5 dice of damagewhich allows a Reflex and 1st level spells.
save for half damage. A creature under the effect of a form of the dragon spell that fails the save
changes to a drake of the related drake form spell (for example, a creature
Drake Form III benefitting from form of the dragon II becomes a drake as per drake form II).
School transmutation (polymorph); Level alchemist 6, sorcerer/wizard 6 If you use the eggshell the spells target hatched from, the creature
This spell functions as drake form II, except you can also suffers -8 to its saving throw.
assume the form of a Large lesser dragon. You gain a +4 size
bonus to Strength and Constitution, a +4 natural armor bonus, Influence
fly 90 feet (poor), darkvision 90 feet, telepathy, a bite (2d6) School transmutation; Level bard 1, sorcerer/wizard 1, witch 1
attack, and two claw (1d6) attacks. Additionally, if the drake Casting Time 1 standard action
form you take breath weapon, you gain its breath weapon Components V, M (honey or vinegar)
albeit limited to 6 dice of damagewhich allows a Reflex save Range touch
for half damage. Target creature touched
Duration see text
Drake Form IV Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
School transmutation (polymorph); Level sorcerer/wizard 7 The target gains a quick burst of strong influence over other
This spell functions as drake form III. You gain a +6 size bonus to creatures with Hit Dice equal to or less than the casters level. This
Strength and Constitution, a +6 natural armor bonus, fly 120 feet spells recipient choses a single Charisma-based skill. If the skill
(poor), darkvision 120 feet, telepathy, a bite (2d8) attack, and two claw is used by the end of the recipients next round, he gains a +20
(1d8) attacks. Additionally, if the drake form has a breath weapon, you enhancement bonus to the check. Thereafter, for 1 minute per the
gain its breath weaponalbeit limited to 8 dice of damagewhich casters level (maximum of 5 minutes), the spells recipient receives a +2
allows a Reflex save for half damage. enhancement bonus to checks for that skill.

Grant Secondary Attack Influence, Greater


School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1, School transmutation; Level bard 4, sorcerer/wizard 4, witch 4
summoner 1 The target gains a quick burst of strong influence over other
Casting Time 1 standard action creatures with Hit Dice equal to or less than the casters level. This
Components V, S spells recipient choses a single Charisma-based skill. If the target uses
Range touch the skill by the end of his next round, he gains a +30 enhancement
Target creature touched bonus to the check. Thereafter, for 1 minute per the casters level
Duration 10 minutes/level (maximum of 15 minutes), the spells recipient receives a +4
Saving Throw Will negates (harmless); Spell Resistance yes (harmless) enhancement bonus to checks for that skill.
By means of this spell, a creatures wings, tail, or any other existing
appendage (selected at casting time) that can provide a secondary

24
P layers and Drakes

Lesser to Greater Tame Drake


School transmutation (polymorph); Level sorcerer/wizard 5, School enchantment (charm) [mind-affecting]; Level bard 3, druid 3,
summoner 5 ranger 3, sorcerer/wizard 2
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (dragon scale for the greater dragon form) Components V, S
Range touch Range close (25 ft. + 5 ft./2 levels)
Target lesser dragon touched Target one non-true dragon
Duration 1 min./level (D) Duration 1 hour/level
Saving Throw Fortitude negates (harmless); Saving Throw Will negates; Spell Resistance yes
Spell Resistance yes (harmless) This spell causes a lesser dragon to regard you as
By means of this transmutation, a a friend and ally (treat the dragons attitude as
lesser dragon takes on the form friendly). A dragon threatened by you or
of one of its larger cousins. This your allies receives a +5 bonus to its Will
effect operates in the same manner save, while a creature at most one
as form of the dragon I, except the step removed from your alignment
creature must have some aspect receives a -5 penalty to its save.
in common with the dragon Otherwise, this spell functions as
whose form it will charm person.
take (shared breath
weapon, environment, Veil Companion
or elemental subtype). School illusion (glamer);
For a sorcerer or wizard Level druid 1, paladin 1,
able to cast 6th level spells, ranger 1, sorcerer/wizard 1,
this spell operates as form of the summoner 1, witch 1
dragon II, and for those who can Casting Time 1 standard
cast 7th level spells, it operates as form action
of the dragon III. Components V, S
Range touch
Misleading Presence Target your companion creature, familiar or mount, which
School illusion (glamor); Level bard 1, sorcerer/wizard 1, witch 1 must be no larger than Large
Casting Time 1 standard action Duration 1 minute/level (D)
Components V, S Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Range touch By means of this spell, your companion creature is either rendered
Target creature touched invisible (per the spell invisibility) or appears as a common object. Other than
Duration 1 round/level (D) the alternate effect and the changes above, this spell functions like invisibility.
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The creature masked by this illusion appears to be slightly Veil Companion, Greater
further away than it actually is. If an opponent fails its Will save School illusion (glamer); Level druid 2, paladin 2, ranger 2, sorcerer/
when interacting with the spells recipient, it perceives the creature wizard 2, summoner 2, witch 2
to be 5 feet further away. This enables the glamored target to Duration 10 minutes/level (D)
cast a spell or use a ranged weapon without drawing an attack of This spell provides the same benefit as veil companion, and also
opportunity. A creature believing the illusion will automatically gives the affected creature immunity to divination (scrying) effects. A
miss if it attempts to attack with a reach weapon. Additionally, scrying attempt automatically fails if it specifically targets the creature,
Tiny or smaller creatures will appear to be in an adjacent space or it fails to detect the creature if the scrying is performed over an area.
rather than the same space.
Wingspan
Protection from Lesser Dragons School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1,
School abjuration; Level cleric 1, paladin 1, sorcerer/wizard 1 summoner 1
Casting Time 1 standard action Casting Time 1 standard action
Components V, S, DF Components V, S
Range touch Range touch
Target creature touched Target flying creature touched
Duration 1 min./level (D) Duration 10 minutes/level
Saving Throw Will negates; Spell Resistance yes Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
This spell functions like protection from evil, except it applies to all A creature benefitting from this spell has a greater wingspan (though
lesser dragons regardless of alignment. doesnt change the creatures size). This grants a 10-foot increase to the
targets fly speed and improves its maneuverability class one step.

25
requires a new 24-hour attunement period. Once per day, if the
Drake Items replicated target is within 60 feet of the items ownerthe replica
Many drakes associate with artisans and craftsmen and tinker must be held in order to activate itthe owner can command the
with devices of all sorts. From academies and labs throughout the creature into the replica as a standard action. While in the object, the
world, drakes lend their talents to craft items both creature is in stasis and cannot be affected by anything other than
magical and mundane to aid drakes and the damage or effects that can harm the marble. As another standard
humanoid that fight alongside or against action, the creature can be returned to its normal form.
these creatures. Construction
Requirements Craft Wondrous Item, shrink item, statue;
Magic Armor Cost 8,000 gp.
Special Ability
Presence: Upon command, this armor Drake Mask
changes its appearance, conferring the Aura moderate transmutation;
benefit of the misleading presence spell on CL 11th
the wearer. Only a true seeing spell or similar Slot head; Price 30,000 gp;
magic reveals the true nature of the armor Weight 1 lb.
and negates the effect for the creature that Description
can perceive the truth. By donning this mask, a character gains
Moderate illusion; CL 10th; Craft abilities inherent to many lesser dragons.
Magic Arms and Armor, misleading Three times per day, as a standard action,
presence; Price +10,000 gp. the wearer may choose to use a breath
weapon, per the rules in drake
Chrysalis form III, or an ability from the list
Aura moderate transmutation; CL 9th below. Any saving throw against an
Slot ; Price 10,000 gp; Weight (plus effect generated by the mask has DC 17,
see below) and any ability with an ongoing effect lasts
Description for 11 rounds.
This small crystal sphere expands into a 5-foot radius chamber when In addition to damaging breath weapons,
its owner speaks the command word, after which time he has 10 the wearer can use the alehouse or dream
rounds to place an animal companion, eidolon, or familiar into it. drakes breath weapon, an ash drakes ash cloud, a glass drakes
The chrysalis then closes and becomes extremely dense (weighing 1 blinding focus, a sewer drakes disease, or a song drakes accompany
ton, with 60 hit points, and hardness 10), while putting the creature or alter mood. With the GMs permission, the mask also provides
in stasis. Breaching the device before an hour has passed forces any ability from the Building Drakes chapter with a cost of 5 points
the creature inside to succeed at a DC 20 Fortitude save or die. or less which could conceivably come from the characters head (for
After the hour duration, the chamber opens revealing an improved example, thorn spray would be acceptable, but tail spikes would not).
version of the creature. A familiar gains either 1 temporary hit point Construction
per level of its master or an additional +3 to its natural armor. An Requirements Craft Wondrous Item, drake form III; Cost 15,000 gp.
animal companion gains either a +2 Dexterity bonus, a +2 Strength
bonus, or +3 to its natural armor. An eidolon gains 2 points worth Dimming Paste
of evolutions. If the character chooses two 1-point evolutions, he Aura light abjuration; CL 7th
may select the same evolution if its description allows it, ignoring Slot ; Price 1,000 gp; Weight 1 lbs.
any level-based restrictions. Description
The chrysalis may be used up to 10 times, with a minimum This sticky paste has no odor and dries clear. Discovered by
of 24 hours between use, with the benefit chosen when the underground survivalists, this paste renders the creature covered in
character uses the device. Up until the 10th use, the device the substance less visible to blindsense and blindsight, effectively
shrinks back down to its original size; after the 10th use, the reducing by half the range at which creatures with those abilities
crystal shatters harmlessly. can detect the user of dimming paste. For example, a character
Construction with dimming paste smeared on his body walking towards a dragon
Requirements Craft Wondrous Item, polymorph; Cost 5,000 gp would not show up on its blindsense until 30 feet away instead of
60 feet. The effects of this paste persist for 1 hour before drying and
Companion Replica flaking off.
Aura strong transmutation; CL 13th Construction
Slot ; Price 16,000 gp; Weight 3 lbs. Requirements Craft Wondrous Item, invisibility; Cost 500 gp
Description
By attuning this featureless 2-inch marble cube to a companion Finder Stone
creature or familiar (requires 24 hours), the block takes on the exact Aura moderate divination; CL 7th
appearance of the creature in miniature. Switching to a new creature Slot ; Price 56,000 gp; Weight 1 lb.

26
P layers and Drakes

Table 2-5: Drake Weapons


Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Claw Caps 2 gp 1d2 1d3 x2 1/4 lb. P or S
Tail Razor 5 gp 1d3 1d4 19-20/x2 1/2 lb. S
Tail Spike 3 gp 1d3 1d4 x2 1/2 lb. P
Wing Blade 10 gp 1d4 1d6 19-20/x2 1 lb. S

Description Mundane Items


This flat, polished, bright green stone appears as nothing more than Created to aid lesser dragons in their combat prowess, these weapons
a good skipping stone. However, by concentrating on a creature accentuate the drakes natural attacks. They may be enchanted normally.
type (and subtype), the stone will indicate the direction to the Wing Blade: This straight blade affixes to the wing of any draconic
nearest creature of that type by growing warm in the cardinal creature. The creature can flick its wing to make a secondary attack
direction of the target. with the blade. Wing blades typically have to be customized to fit the
Construction distinct curve of an individuals wing. Treat an improperly customized
Requirements Craft Wondrous Item, locate creature; Cost 28,000 gp blade as an improvised weapon.
Tail Razor: While appearing as simply a straight razor crudely
Oil of Tooth and Claw lashed to a creatures tail, this sophisticated contraption actually
Aura faint transmutation, CL 7th allow the creature to strike with the blade regardless of orientation. It
Slot ; Price 1,500 gp (cold iron/silver), 3,000 gp adamantine); provides a lethal secondary attack, which, depending on the creatures
Weight tail length, could give it reach.
Description Tail Spike: Much like the tail razor, this apparently crude spearhead
This silvery fluid coats a creatures natural weapons allowing them lashed to a creatures tail allows the bearer to impale an opponent.
to bypass certain types of damage reduction. When treated with Claw Caps: These unobtrusive metal fittings come in sets of 4 to
this oil, natural weapons receive a +1 enhancement bonus and, 6, depending on the creature for which they are designed. By means
depending on the type of oil, is treated as either cold iron and of these fittings, the creature gains a claw attack as a primary attack or
silver, or adamantine for damage reduction. The oil can be used improves an existing claw attack by 1 step.
to treat all natural weapons for a Medium or smaller creature, two
natural weapons for a Large creature, and a single natural weapon Adventuring Gear
for a Huge or larger creature. This effect persists for 24 hours before Companions Howdah: This device allows its user to affix a covered
wearing off. area over his backpack, giving his companion creature or familiar a
Construction comfortable place ride. The creature must be at least one size category
Requirements Craft Wondrous Item, magic fang; Cost 750 gp (cold smaller than the howdahs wearer to use it effectively.
iron/silver), 1,500 gp (adamantine) Cost 5 gp; Weight 3 lbs.
Drake Barding: Similar to a mounts barding, this armor is shaped
Whistle of Calling in such a way to fit a companion drake. The cost is higher due to
Aura moderate conjuration; CL 11th accommodations for the creatures wings and tail.
Slot ; Price 26,400 gp; Weight Cost 1.5 x armors cost for Small creature, 3x armors cost for
Medium creature, 6x armors cost for Large creature; Weight Same as
Description
armors weight for Small or Medium creature, 2 x armors weight for
This small metal whistle is attuned to the owner and a companion
Large creature.
creature when the owner touches the creature while blowing
the whistle. Once during the following 24-hour period, the Wing Binds: This complex series of ropes and chains completely binds a
owner may blow the whistle as a standard action to summon creatures wings. Any creature relying on its wings for flight cannot fly with
the companion from anywhere on the same plane of existance. these devices applied. A bound creature can make an Escape Artist check to
The creature appears a full round later in a space adjacent to the free its wings (DC 35, or DC 40 for masterwork wing binds), or a Strength
whistles owner. After recalling the companion creature, the owner check (DC 28, or DC 30 for masterwork wing binds) to break the devices.
Wing binds have hardness 10 and 15 hit points.
must wait until the 24-hour period has elapsed before attuning the
Cost 25 gp for Small or Medium wing binds (75 gp for
whistle again.
masterwork), 10 x the cost for Large wing binds, 100 x the cost for
Construction Huge wing binds. Weight 4 lbs.
Requirements Craft Wondrous Item, word of recall; Cost 13,200 gp

27
Chapter 3:
Game Masters and Drakes
Sure, you have to work hard to gain a drakes respect, and you must
acknowledge his majesty at least once a day. Still, I feel much better
knowing my drake is working with me rather than against me. Hes
easily as reliable as my other friends, if not more so.
Iggie Dougald - Drake Tamer

T
he following chapter provides stats for 20 drakes and
comprehensive rules for GMs who want to introduce their Alehouse Drake
own drakes as friendly companions or vicious foes. This plump little creature lazily reclines, a dazed look in its eyes and the
suggestion of a grin on its fanged jaws.

The Drake Bestiary Alehouse Drake CR 3


In the following section you will find a selection of drakes with low XP 800
to medium-high Challenge Ratings. The creatures range from Tiny to CN Tiny dragon (esoteric)
Large, have a good mix of esoteric, geographic, and material themes, Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
and a wide range of alignments. Individual drakes, of course, can Defense
stray from their listed alignment. Some of these drakes work well as AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
familiars, and with the right feats or class features, some drakes can hp 42 (4d12+16)
be a characters companion. The selection of drakes included in this Fort +8, Ref +7, Will +5
book is by no means an exhaustive list of known drakes. Immune magic paralysis and sleep, dragon traits

28
Game Masters and Drakes
Offense
Speed 40 ft., fly 80 ft. (average) drakes gossip endlessly. Perched in hiding places throughout a busy
Melee 2 claws +4 (1d2-2), bite +4 (1d3-2) tavern, alehouse drakes pick up a lot of stories and many trade
Space 2.5 ft.; Reach 2.5 ft. in information. An alehouse drake can serve as a good source for
Special Attacks discombobulating touch, breath weapon (15 goings on about town, and could be important to an investigation
ft. cone, drunkenness, Fort DC 16 special, usable every 1d4 of events occurring in their establishment. More devious and ill-
rounds), forgetful spellcasting mannered alehouse drakes resort to blackmail, but usually only to
Spell-Like Abilities (CL 7th; concentration +10) secure a comfortable spot in their chosen tavern.
At willdaze (DC 13), lesser confusion (DC 14), lullaby (DC 13) An odd, one-sided rivalry has sprung up between alehouse
3/dayhideous laughter (DC 15), invisibility, touch of idiocy drakes and pact drakes, with the former trying in vain to get the
1/daycalm emotions (DC 15), confusion (DC 17), rage latter to loosen up. For their part, pact drakes mostly ignore the
Statistics cajoling and puerile taunts, but overly persistent alehouse drakes
Str 7, Dex 16, Con 19, Int 11, Wis 12, Cha 16 sometimes find their chosen home shut down due to obscure
Base Atk +4; CMB +5; CMD 13 ordinance violations.
Feats Ability Focus (discombobulating touch), Stealthy Alehouse drakes prefer acting alone, but sometimes as they age, like
Skills Bluff +9, Diplomacy +8, Escape Artist +5, Fly +10, Knowledge all drakes, they take mates and live a coupled life. In particularly large
(local) +6, Perception +8, Sense Motive +8, Sleight of Hand +7, and cosmopolitan cities, a revel of alehouse drakes might control the
Stealth +19 inns, tap houses, and other drinking establishments within an entire
Languages Common, Draconic district, shifting patrons emotions for fun or profit.
Ecology Alehouse drakes average about one-and-a-half feet long and weigh
Environment urban about 18 lbs. with a plump belly. Their scales are deep amber with
Organization solitary, pair, revel (2-10) cream or white highlights, and they possess glittering, light-colored
Treasure standard eyes. The oldest recorded alehouse drake, the light-hearted Essammith,
Special Abilities lived just past 400 years, inhabiting the same tavern for most of that
Breath Weapon (Su) An alehouse drake can burp a cloud of period. Alehouse drakes are esoteric drakes.
intoxicating gas in a 15-foot cone. A creature caught in the cloud
becomes sickened for 1 minute and must succeed at a DC 16
Fortitude save or become nauseated for 1d6 rounds.
Discombobulating Touch (Su) As a standard action an alehouse
drake can make a touch attack that grants its target +3 to
Dexterity-based skill checks and melee attacks but also imposes
the confused condition. This effect lasts for 1d4 rounds. A
successful DC 17 Will save negates this effect. The save DC is
Charisma-based.
Forgetful Spellcasting (Su) When an alehouse drake
targets a creature with a mind-affecting spell, the
creature must succeed on a DC 15 Will save or
forget the source of the spell.

More a nuisance than a true threat, alehouse drakes


squat in busy bars, rowdy taverns, and bustling inns.
A bane or savior to every bartender and innkeeper,
alehouse drakes enjoy pushing patrons emotions, driving
crowds to ecstatic cheers or bloody bar fights.
Alehouse drakes prefer escape to confrontation but
bristle into beasts when cornered. The drake opens
combat with its breath weapon and follows up with
discombobulating touch.
Alehouse drakes typically make their homes in busy
and populated cities and towns, but as they age, they
escape the hustle and bustle and lair within roadside
coaching inns and more isolated travelers taverns.
In the former situations, alehouse drakes are often
troublemakers or pranksters, but in the latter circumstances,
they usually befriend the proprietor and help manage flared
tempers and weepy drinkers in return for living space and a
generous tab.
Easily one of the most talkative types of drakes, alehouse

29
Ecology
Ash Drake Environment temperate and warm mountains, urban
A lean and dull-scaled drake perches on the edge of a massive chimney as if it Organization solitary, flight (2-5)
just crawled out, its tail still hanging into the chimney as smoke billows out. Treasure standard
Special Abilities
Ash Drake CR 5 Ash Cloud (Ex) When an ash drake beats its wings and shakes its
XP 1,600 scales, a cloud of ash blossoms from its body. As a standard
NE Small dragon (material) action, an ash drake can create a cloud that extends 10
Init +2; Senses darkvision 60 ft., low-light vision; Perception +11 feet in all directions, centered on itself. This cloud provides
Defense 20% concealment, though the ash drake can see normally
AC 20, touch 14, flat-footed 17 (+2 Dex, +1 dodge, +6 natural, +1 size) through its own cloud. Any creature entering or beginning
hp 57 (6d12+18) its turn in the cloud, must succeed on a DC 16 Fortitude
Fort +8, Ref +7, Will +7 save or become sickened for one minute. The save DC is
Immune magic paralysis and sleep, dragon traits, Resist fire 10 Constitution-based.
Offense Breath Weapon (Su) An ash drake spews a blistering hot cone of
Speed 40 ft., fly 100 ft. (average) choking ash. Any creatures in the path of this spray can attempt
Melee 2 claws +9 (1d4+2), bite +10 (1d6+2) a DC 16 Reflex save for half damage. Any creatures taking
Special Attacks ash cloud, breath weapon (20 ft. cone, 6d4 fire damage from the breath weapon must succeed on a DC 16
damage, Ref DC 16 half, Fort DC 16 negates, usable every Fortitude save or become sickened for one minute. The save DC
1d4 rounds) for both effects is Constitution-based.
Statistics
Str 14, Dex 15, Con 16, Int 9, Wis 15, Cha 10 Ash drakes clog chimney flues and delight in dusting crowds with
Base Atk +6; CMB +7; CMD 20 (24 vs. trip) thick, choking ash and soot. It makes wheezing sounds as it laughs at
Feats Dodge, Flyby Attack, Weapon Focus (bite) its victims. To placate the creatures, factory owners leave large piles
Skills Climb +8, Fly +9, Intimidate +8, Knowledge (arcana) +4, of ash for the drakes to play in, with the hope they will remember
Knowledge (local) +4, Perception +11, Sense Motive +7, Stealth the kindness and leave the factory and its employees alone. Anyone
+15, Survival +7 hunting ash drakes finds them very difficult to attack in their
Languages Common, Draconic cramped lairs where the creatures blend in with the surroundings.
Ash drakes also often befriend kobolds, who would normally be their
best hunters.
Ash drakes eat rats and stray animals, although few can resist
snatching an unattended, possibly beloved pet. Contrary to popular
opinion, this drake doesnt consume ash, but enjoys a pile of ash like
a cat would catnip, rolling around in it and becoming wild-eyed.
Anyone who disrupts such play finds himself the target of the creatures
intensely hot and sooty breath weapon.
While an ash drake is typically 3 feet long with a 4-foot long tail
which seems to trail off into smoke, it weighs considerably less than
one would expect approximately 10 pounds. Once every 3 years
during the winter, when chimneys are more active, a male drake
leaves its lair to find a mate. This event often occasions the closure of
whatever section of city the new couple roosts in, as the air becomes
nearly un-breathable with soot. The resulting 2-3 eggs are left in a
suitable chimney, and one of the parents remains to protect the
young from those who would try to destroy the next generation
of tormenters.
Ash drakes outside a city attempt to live in or near
volcanic plateaus, unhappy with the prospect of no good
neighbors to bully. In the wild, an ash drake may partner
with a red dragon, from a safe distance, since it provides its
lesser cousin with plenty of ash. Ash drakes are bitter rivals
with steam drakes and will be especially cruel to anyone treating
steam drakes well. They also abhor belkers and will attack them on
sight, which many consider the drakes only redeeming quality. Ash
drakes are material drakes.

30
Game Masters and Drakes
Candle Drake
(Lantern Dragonette)
A pair of cat-sized drakes converse with each other. Both have a
waxy appearance, but one of the creatures has a flame where its
tail ends, while the other has a glow emanating from its belly.

Candle Drake CR 1
XP 400
LN Tiny dragon (material)
Init +1; Senses darkvision 60 ft., low-light
vision; Perception +6
Defense
AC 15, touch 13, flat-footed 14 (+1 Dex, +2
natural, +2 size)
hp 13 (2d12)
Fort +2, Ref +3, Will +3
Immune paralysis, sleep; SR 12
Weaknesses vulnerable to magical
darkness
Offense
Speed 15 ft., fly 40 ft. (average)
Melee bite +0 (1d2-2)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks tail wick (lantern belly) a flaming tuft of hair, while the
Statistics lantern dragonette has its wick in
Str 7, Dex 12, Con 11, Int 16, Wis 13, Cha 12 its stomach. This drake weighs 10 lb.,
Base Atk +2; CMB +1; CMD 9 its body is 18 inches long, and its tail adds
Feats Magical Aptitude another 8 inches. The tail grows as the drake ages,
Skills Appraise +8, Diplomacy +6, Fly +10, Linguistics +8, Perception though it shrinks as the creature uses its abilities.
+6, Sense Motive +6, Spellcraft +10, Stealth +14, Use Magic The drake requires 4 ounces of candles per day and 4 more ounces
Device +12; Racial Modifiers +4 Use Magical Device for each use of its tail wick or belly lantern. A candle drakes unusual
Languages Common, Draconic, Elven, Ignan; telepathy 60 ft. diet leads it to lair in libraries, abbeys, and other places of study. Even
Ecology though the dragons eat candles essential for study, they still provide
Environment any temperate or warm light and protect their adopted homes. Residents and caretakers regard
Organization solitary, pair, or cloister (4-7) them as good luck and enjoy conversing with them.
Treasure standard This gregarious drake prefers to speak with its companions but
Special Abilities uses telepathy if necessary, and the creature hisses when surprised or
Tail Wick/Lantern Belly (Sp) A candle drake can use spell-like abilities displeased. It loves nothing more than discussing magic and history
from its tail wick (or lantern belly in the case of the lantern with an intelligent and informed individual.
dragonette). If the drake has sufficient candles to feed on, it can Occasionally, the creature sets out with an adventuring partythis
emit continual flame a number of times per day equal to 2 times occurs with more frequency for a lantern dragonettepurely for the
the creatures HD. The continual flame can be dispelled, but sake of learning or to acquire sources of knowledge. Most parties enjoy
the drake may take a swift action to resume it except in areas the travelling light source and the abilities these companions bring to
of magical darkness. Each ability consumes the dragons total bear. A candle drake tries to avoid combat and uses its abilities only to
uses at a rate of 1 use per spell level (0-level spells count as 1 escape or to defend its lair, family, and friends.
use). The following spells are cast at 3rd level, and save DCs are A candle drake lives anywhere from 5 to 30 years. Mercenary
Intelligence-based: burning hands, color spray (DC 14), flare (DC spellcasters, who hunt the drakes as raw components for magical
13), hypnotic pattern (DC 15), pyrotechnics (DC 15), scorching ray. candles, contribute significantly to this disparity. A mated pair
Vulnerable to Magical Darkness (Ex) A candle drake in an area of magical produces one clutch of 2-5 eggs every 5 years, and one parent raises the
darkness loses its tail wick/lantern belly ability and its ability to fly. It young drakes until they mature after a year and leave to search for their
also suffers 1 Constitution damage for every minute of exposure. own lairs. A cloister of candle drakes taxes its lairs resources, so the
other parent often ventures out to retrieve more candles.
A candle drake and lantern dragonette both boast waxy, pale yellow A candle drake wishing to learn more about the world finds a spellcaster
scales, which darken with age. While the two creatures are functionally with which it can travel. An arcane spellcaster of at least 7th level with the
the same, the frequently travelling lantern dragonette evolved to better Improved Familiar feat can take a candle drake as a familiar, subject to the
preserve its tail wick; A candle drakes tail ends in what appears to be feats restrictions. Candle drakes and lantern dragonettes are material drakes.

31
Crag Drake Feats Ability Focus (breath weapon), Improved Critical (bite),
Stone made into predatory beast, this creature prowls cavern tunnels and Improved Initiative, Power Attack, Weapon Focus (bite)
mineshafts as a jaguar stalks a jungle. Its powerful limbs end in jagged metallic Skills Acrobatics +16 (+24 jump), Climb +21, Escape Artist +20,
claws, and chipped stone teeth fill its powerful jaws. Rocky protrusions mark its Intimidate +16, Perception +14, Sense Motive +14, Stealth +11;
durable hide, and a serpentine tail lashes wickedly behind. Racial Modifiers Acrobatics+4 (+4 jump), +4 Climb, +8 Escape Artist
Languages Common, Draconic
Crag Drake CR 8 SQ meld with stone, squeeze
XP 4,800 Ecology
NE Large dragon (geographic) Environment any mountains, underground
Init +6; Senses darkvision 60 ft., low-light vision; Perception +14 Organization solitary, pair, clutch (3-8)
Defense Treasure standard
AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size) Special Abilities
hp 85 (10d12+20); fast healing 5 (special) Fast Healing (Su) While using its meld with stone ability, a crag
Fort +9, Ref +9, Will +8 drake heals 5 damage each round, provided it has at least 1 hit
Immune magic paralysis and sleep, dragon traits, Resist fire 10 point at the time it enters the stone.
Offense Meld with Stone (Su) A creature of earth, a crag drake can become
Speed 40 ft., burrow 20 ft. one with the stone in which it makes its home. As a standard
Melee bite +14 (1d10+4/1920), 2 claws +13 (1d8+4) action, a crag drake can use meld with stone as a spell-like
Space 10 ft.; Reach 5 ft. (10 ft. with bite) ability at will, but the duration is indefinite.
Special Attacks breath weapon (40 ft. cone, 6d6 acid, Ref DC 19 Squeeze (Ex) Able to compress and contort its body, a crag drake
half, usable every 1d4 rounds) can easily slip through spaces not normally accessible to a
Spell-Like Abilities (CL 10th; concentration +13) creature of its size. When a crag drake would normally be forced
1/daystone tell into squeezing, it counts as one size category smaller but suffers
Statistics none of the usual penalties. This includes squeezing past an
Str 19, Dex 14, Con 15, Int 13, Wis 12, Cha 16 opponent while moving. A crag drake can move into smaller
Base Atk +10; CMB +15; CMD 27 (31 vs. trip) spaces using the squeezing action as normal with a successful
Escape Artist check. Using this action, a crag drake still suffers
the -4 penalty to AC, but it does not lose its Dexterity bonus.

Crag drakes are the one dragon that dwarves truly fear, for in addition
to their powerful bite and stony claws, they have a caustic breath that
allows them to literally eat gold and other ores.
A crag drake is the bane of a successful mining operation. The creature
stalks underground denizens, eating both them and their precious
minerals. Stealthy and cunning, this beast is an ever-present shark
stalking the seas of stone beneath a mountain. Known to lie in
wait for prospective miners and underground wanderers, the
crag drakes corrosive breath, vicious teeth and claws, and elusive
tactics wreak havoc on its victims. Because they are never found
far from a rich vein of metal or minerals, some prospectors find
the presence of a crag drake to be a sign of good luck.
A crag drake prefers to hunt alone, but in especially rich
hunting grounds, it will share the spoils with others of its
kind. The clutch of crag drakes roam separate sections of the
mountain to clear out competitors, and then drain the mineral
vein dry to leave nothing but pockets of corroded rock. A crag drake,
as a creature of stone itself, finds comfort in the cramped bowels of the
earth. A forbidding mountain and yawning black tunnels, the glitter of
ore just below the surface, and the hiss of gasses seeping through slow-
splitting fissures are the hallmarks of home for these prowling fiends.
A crag drakes coloration and stealthy nature help disguise it in darkened
mine shafts and natural caverns. It stands between 5 and 6 feet tall at
the shoulder and nearly 15 feet long from flickering tongue to whipping
tail. Powerful muscles, a compact build, and a dense rocky hide add to
its roughly 1,200 pound weight. In Midgard, mining dwarves, skittish
kobolds, and roaming adventurers most often find these nefarious
creatures in the Ironcrag Mountains. Crag drakes are geographic drakes.

32
Game Masters and Drakes
Crimson Drake Unless a crimson drake is a companion to another creature, it will only
The creature you at first thought was a pseudodragon reveals itself as you use telepathy and imitate a pseudodragons vocalization to trick victims
approach. It has scales the color of dried blood, a deadly scorpion stinger, into approaching. It utters a deep, menacing growl when it attacks.
and the mischievous gleam you saw in its eyes becomes murderous. A crimson drake hates others of its kind and will attack another
drake on sight. Every 5 years, a group of drakes, consisting of a female
Crimson Drake CR 3 and at least two males, gathers far from any lair. This gathering results
XP 600 in a large swath of destruction and one male survivor, who impregnates
CE Tiny dragon (esoteric, fire) the female and leaves. The female drake tends the resulting 10-12
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4 eggs, perhaps half of which survive her depredations, and she departs
Defense when they hatch. One of the fledgling drakes slaughters its siblings and
AC 18, touch 14, flat-footed 16; (+2 Dex, +4 natural, +2 size) makes its first lair at the site.
hp 34 (4d12+8) While anti-social with its own species, a crimson drake delights in
Fort +6, Ref +6, Will +3 finding like-minded creatures for mutual protection, companionship,
Immune paralysis, sleep effects; SR 13 or mayhem. Goblins frequently adopt a crimson drake mascot to
Offense burn things down while they get on with slaughtering people. Red
Speed 15 ft., fly 80 ft. (good) dragons regard a crimson drake as a pet, at best, eventually causing
Melee bite +6 (1d3), sting +6 (1d2 plus poison) resentment until the lesser creature sets fires intentionally to blaze a
Space 2 1/2 ft.; Reach 0 ft. (5 ft. with tail) trail for hunters to the dragons lair. Crimson drakes are esoteric drakes.
Special Attacks breath weapon (10-ft. cone; 2d4 fire, Ref DC 16 half,
once every 1d4 rounds) Crimson Drake Companions
Statistics A crimson drake may serve a master who provides it with better
Str 10, Dex 14, Con 14, Int 8, Wis 9, Cha 10 opportunities to kill and burn. The master must be careful, though, for
Base Atk +4; CMB +4;CMD 14 any perceived slight could cause the drake to turn. An arcane spellcaster
Feats Ability Focus (breath weapon), Weapon Finesse of at least 7th level with the Improved Familiar feat can take a crimson
Skills Bluff +7, Fly +17, Intimidate +11, Perception +4, Stealth +17, drake as a familiar, subject to the feats restrictions. A crimson drake
Survival +4; Racial Modifiers +4 Intimidate egg can fetch a price of up to 7,500 gp, and a hatchling is worth as
Languages Common, Draconic; telepathy 60 ft. much as 15,000 gp.
Ecology
Environment temperate and warm forest
Organization solitary, pair, or frenzy (3-5)
Treasure standard
Special Abilities
Poison (Ex) Stinginjury; save Fort DC 14; frequency 1/round for
2 rounds; effect 1d2 Con damage; cure 1 save. The save DC is
Constitution-based.

A crimson drake prefers intelligent prey. They typically lair


in woods near a small settlement into which they make
nighttime forays to set fire to a single house, kill the
occupants, or both. The drake leaves its forest home
alone but sets fire to nearby areas when denied a kill.
This practice often leads canny hunters straight to
the creatures lair.
While a crimson drake delights in mayhem
and murder, the beast has learned to imitate
pseudodragons to gain its preys confidence.
The drakes ruse doesnt last, however.
Every minute after initial contact, it must
succeed at a DC 15 Will save to maintain
its deception.
The crimson drakes appearance, breath
weapon, and temperament have led scholars to
quietly speculate on a relationship between them and
red dragons. They resemble a red dragon in all but size and the
presence of the drakes scorpion-like stinger. Crimson drake
weighs 12 pounds, its body reaches 18 inches, and its tail adds
another 18 inches.

33
Deep Drake Skills Bluff +14, Climb +13, Fly +8, Intimidate +14, Knowledge (arcana)
This large, unnerving drakes glassy black scales have purple undertones. Its +4, Knowledge (geography) +5, Knowledge (nature) +4, Linguistics
features are elongated and almost alien. Glossy black, expressionless eyes stare +4, Perception +15, Sense Motive +11, Stealth +11, Survival +11
ahead, while a barbed stinger sits at the end of a long tail ready to strike. Languages Aklo, Common, Draconic
Ecology
Deep Drake CR 9 Environment underground
XP 6,400 Organization solitary, pair
CE Large dragon (geographic) Treasure standard
Init +2; Senses darkvision 90 ft., low-light vision; Perception +15 Special Abilities
Defense Breath Weapon (Su) A deep drake blasts forth a crackling line of
AC 22, touch 12, flat-footed 19 (+2 Dex, +1 dodge, +10 natural, -1 purple-black energy that wracks its victims with pain. This attack
size) deals 10d6 damage, though targets can attempt a DC 19 Reflex
hp 115 (11d12+44) save for half. Those failing this save must succeed on a DC 19
Fort +11, Ref +9, Will +9 Fortitude save or become stunned for 1d4 rounds. The save DCs
Immune magic paralysis and sleep, dragon traits; SR 20 are Constitution-based.
Offense Poison (Ex) StingInjury; save Fort DC 19; frequency 1/round for 4
Speed 50 ft., climb 30 ft., fly 100 ft. (poor) rounds; effect 1d4 Con; cure 1 save. When animate dead is cast
Melee 2 claws +15 (1d6+5), bite +15 (1d8+5), wings +10 (1d6+2), sting on creatures killed by this poison, the caster does not need to
+16 (1d6+5/1920) use onyx gemstones as a material component.
Space 5 ft.; Reach 10 ft. (10 ft. with bite and sting)
Special Attacks breath weapon (80 ft. line, 10d6 damage, Ref DC 19 The deep drake has made a niche for itself in its subterranean
half, Fort DC 19 stunned, usable every 1d4 rounds), poison environment. In Midgard, a number have has established mutually
Spell-Like Abilities (CL 9th; concentration +10) beneficial relationships with the Ghoul Imperium and other undead
3/daydeeper darkness powers. The drakes poison ensures their allies have easy replacements
Statistics when their population dwindles. In return, those underlings who have
Str 21, Dex 14, Con 19, Int 11, Wis 14, Cha 12 failed their rulers become food for the drake.
Base Atk +11; CMB +17; CMD 30 (34 vs. trip) A deep drake rarely comes into contact with other draconic
Feats Dodge, Improved Critical (sting), Mobility, Power creatures, with the exception of tor drakes, whom they mutually
Attack, Spring Attack, Weapon Focus (sting) despise. Malign creatures making forays into a tor drakes territory may
bring a deep drake along to combat or at least distract the tor drake.
The drakes instinctively attack each other when they meet.
Life underground has warped the deep drake, making it one of the
strangest dragons in appearance and mindset. Whereas most drakes
attach themselves to humanoidseven brutal, warlike humanoids have
understandable motivations to a typical drakethis creature feels
much more at home with aberrations and undead.
This lean creature measures 12 feet in length, including a
3-foot long tail, and weighs up to 2 tons. Its coloration makes
it an ideal predator in the subterranean dark. When seen in full
light, the creature is unnerving to those unused to aberrations.
A deep drake mates for life with another deep drake when two
of these rare creatures meet. A hermaphroditic creature, the drake
assumes a gender until it finds a mate, at which time it may
change to an appropriate gender. There is no clear
reason for which drake changes and no indication
that one gender is subservient to the other. Once
every 10-20 years, the two drakes reproduce, leaving
the three or four resulting four-foot long, rubbery
eggs behind to survive on their own.
A young deep drake can hunt when it emerges from
its egg and will eat any available vermin or cannibalize
its siblings if necessary. Occasionally, subterranean
undead or aberrations bring these eggs to their cities to
raise and train the young drakes. A household drake
is a great status symbol in some deep places, and surface
necromancers who have heard of the creature may practically
sell their souls for one. Deep drakes are geographic drakes.

34
Game Masters and Drakes
Dream Drake nightmares, nostalgia, or whimsy. A creature subjected to
This strange creature looks like a fantastic combination of dragon, feline, nightmares suffers 1 point of Constitution damage upon waking.
and insect. Thin wings hold the tiny beast aloft and a strange insectile tail A creature subjected to nostalgia gains a +2 bonus to their next
swishes behind it. The creature peers through strange eyes while clasping its Knowledge check or Int check to recall information. A creature
claws in thought. subjected to whimsy gains a +1 Cha bonus for two hours
upon waking. A creature can be the target of
Dream Drake CR 7 this ability only once every 24 hours.
XP 3,200 Eternal Foe (Ex) A dream drakes claws are
CN Tiny dragon (esoteric, treated as cold iron and magic for the purpose
extraplanar) of overcoming a night hags damage
Init +4; Senses darkvision reduction.
60 ft., low-light vision;
Perception +14 Also known as ether
Defense drakes, dream drakes
AC 21, touch 17, flat- lead seemingly frivolous lives,
footed 16 (+4 flitting about between emotions,
Dex, +1 dodge, interests, and experiences.
+4 natural, +2 size) While their behavior has
hp 85 (9d12+27) no pattern or direction,
Fort +8, Ref +10, Will +8 dream drakes are
DR 5/silver; Immune magic constantly trying to
paralysis and sleep, dragon improve themselves by
traits; SR 18 experiencing as many realities
Offense as possible. Some dream drakes
Speed 40 ft., fly 80 ft. (good) even claim to experience the
Melee 2 claws +10 (1d2-1), bite +11 (1d3-1 plus 1d3 dream world while waking and live two
Wis damage) simultaneous experiences for a time.
Space 2.5 ft.; Reach 2.5 ft. Dream drakes can enter the ethereal plane
Special Attacks breath weapon (15 ft. cone, bewilderment, Will DC and know well the strange creatures calling that
19, usable every 1d4 rounds), enter dream strange expanse home. One of the foulest, night
Spell-Like Abilities (CL 9th; concentration +14) hags, rank among the dream drakes most hated
At willetherealness foes. While the night hag only wants to torment,
5/daydeep slumber (DC 18) collect, and possess, the dream drake wishes to
Statistics free creatures of their reality and introduce imaginative
Str 8, Dex 19, Con 17, Int 14, Wis 15, Cha 20 thought. Dream drakes hunt night hags, even organizing
Base Atk +9; CMB +11; CMD 21 (25 vs. trip) small bands to put an end to a night hags blight.
Feats Ability Focus (breath weapon), Dodge, Mobility, While dreams present the potential to experience alternate
Persuasive, Weapon Focus (bite) realities, dream drakes also encourage positive dreams to allow
Skills Bluff +13, Diplomacy +19, Fly +17, Intimidate +15, a good nights rest or a guided dream to explore possible outcomes
Knowledge (arcana) +12, Knowledge (nature) +11, to a problem, resolve troubling memories, or even, if spiteful, induce
Knowledge (planes) +12, Perception +14, Sense Motive +14, frightening nightmares.
Spellcraft +9, Stealth +24 Dream drakes sometimes pair up with exceptional humanoids who
Languages Auran, Common, Draconic, telepathy 100 ft. share their lust for experiences. These relationships rarely last long, as
SQ eternal foe most humanoid cannot keep up with the whimsical drakes, but both
Ecology sides often find them rewarding. Some ancient true dragons use dream
Environment any drakes to read their dreams and deliver orders while the enormous
Organization solitary, pair creatures sleep for decades at a time.
Treasure standard Dream drakes vary in appearance more than any other drake
Special Abilities type. While most possess the same strange features, coloration, scale
Breath Weapon (Su) A dream drake can spray an area with a fine and pattern, horn length, etc., all differ in some manner. Over time, a
glittering dust that twists reality for those subjected to it. Creatures dream drake can even shift its own physiology due to experiences
caught in this area take 1d6 Wisdom damage and are confused for and dreams. A drake spending too much time in somber nostalgic
1d4 rounds as they hallucinate. A successful DC 19 Will save halves dreams takes on a darker hue, its scales more dim than lustrous, while
the Wisdom damage and the duration of the confusion effect. a drake in the throes of wild experience is resplendent in coloration
Enter Dream (Su) A dream drake can become ethereal and enter the and shine.
dreams of a sleeping chaotic target. Once in the dream, the drake Just over 18 inches in length, a dream drake weighs barely over 5
can affect the subject and outcome of the experience, bringing pounds. Dream drakes are esoteric drakes.

35
Ecology
Gear Drake Environment urban
Like a sleek machine made flesh, this draconic creature moves with Organization solitary, pair, team (3-5)
smooth, well-oiled precision. Its scales seem to sweat a thin film of grease on Treasure standard
everything it brushes against. Special Abilities
Breath Weapon (Su) A gear drake can blast a line of cacophonous
Gear Drake CR 5 grinding noise dealing 7d6 sonic damage; DC 16 Reflex save for
XP 1,600 half damage. In addition to the sonic damage, a gear drake can
LN Small dragon (material) focus its breath weapon on a single item as the shatter spell, DC
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10 16 Reflex negates.
Defense Durable Claws (Ex) A gear drakes claws are treated as adamantine
AC 19, touch 12, flat-footed 18 (+1 Dex, +7 natural, +1 size) for overcoming damage reduction.
hp 57 (6d12+18) A gear drake can serve as a trusted workmate or a spiteful saboteur.
Fort +8, Ref +6, Will +6 Skilled with all manner of tools and machines, gear drakes represent
DR 5/slashing; Immune magic paralysis and sleep, dragon traits, the ingenuity of craftsmanship, and many tradesmen regard having
Resist fire 5 one roost in their workshop as highly prestigious. A gear drake doesnt
Offense lend its services to just anyone. These proud and particular creatures
Speed 40 ft., fly 100 ft. (average) only work with those who share their work ethic and perfectionism.
Melee 2 claws +10 (1d4+3), bite +10 (1d6+3) Gear drakes possess a strange physiology. Their bones have the
Special Attacks breath weapon (40 ft. line, 7d6 sonic plus special, texture of polished metal, their joints a mechanical precision, and
Ref DC 16 half, usable every 1d4 rounds) bodies a machined appearance. Stripped of flesh, the more resemble a
Spell-Like Abilities (CL 6th; concentration +6) complex construct than a natural creature. Their scales have a metallic
At willdetect chaos, detect magic, mending hue and odd bumps that resemble rivets. Despite this, they are indeed
1/dayanimate objects, haste, make whole, slow (DC 13) creatures of flesh and blood.
Statistics Gear drakes see other drakes as components in the worlds great
Str 16, Dex 13, Con 17, Int 12, Wis 12, Cha 11 machine and maintain one of the friendliest relationships among
Base Atk +6; CMB +8; CMD 19 (23 vs. trip) other drakes. They especially enjoy the company of steam drakes,
Feats Improved Initiative, Improved Sunder, Power Attack who often inhabit the same workshops and forges, but also work well
Skills Appraise +6, Craft (any two) +9, Disable Device +7, Knowledge with other material drakes. Gear drakes often draft elaborate plans
(engineering) +9, Perception +10, Sense Motive +6, Spellcraft requiring the assistance of paper, glass, and even ash drakes; although
+8, Stealth +12, Use Magic Device +6 gear drakes sensibly avoid putting ash and steam drakes together.
Languages Common, Draconic They make it very clear that they control the project, however,
SQ durable claws and hold their cousins to their own high standards, making such
partnerships generally short affairs.
By contrast, gear drakes will often work with each other for
years, particularly on large-scale projects. The relationships
that grow from these projects often lead to a new great
endeavor: the next generation of gear drakes. The clutch of
2-4 eggs takes about a month to gestate and almost
another year to hatch. Each parent then spends
another year teaching the hatchlings, tinkering
to ensure the best possible advantages for
their offspring, so to speak. After a year,
the young drakes leave to find
their own way.
While most gear drakes
love to create, some malign
gear drakes live to break
everything around them. These
vile creatures stalk and ambush
gearforged in back alleys, wreck
workshops, or burn laboratories.
These evil gear drakes sometimes
serve spiteful inventors, taking bribes to
destroy a competitors facilities and tools.
Gear drakes are stout and dense for their size
often weigh 150 pounds. They reach over 5 feet
from nose to tail. Gear drakes are material drakes.

36
Game Masters and Drakes
Glass Drake addition, creatures taking damage from the breath weapon also
This tiny creature glints in the light like a delicate figurine of blown take 2 bleed damage. A DC 16 Reflex save halves this damage,
glass given life. A sinister look on its face, the creature takes flight on including the bleed damage.
transparent wings. Dynamic Death (Su) When reduced below 0 hit
points, a glass drake explodes in a 10-foot burst
Glass Drake CR 6 of shattered glass. Any creature within range
XP 2,400 takes 8d4 piercing and slashing damage
LE Tiny dragon (material) and 2 bleed damage. A DC 16 Reflex
Init +3; Senses darkvision 60 save halves this damage, including
ft., low-light vision; the bleed damage.
Perception +11 Reform (Su) If a dead
Defense glass drakes shattered
AC 19, touch 16, flat- remains stay within
footed 15 (+3 Dex, 10 ft. of each other,
+1 dodge, +3 the drake reforms in
natural, +2 size) 1d12 weeks. If even a
hp 66 (7d12+21) handful of the shards
Fort +8, Ref +8, Will +5 are away from the rest,
Immune acid, poison, the creature will not
magic paralysis and reform. Each time a
sleep, dragon traits, glass drake reforms in
Resist electricity 10, this manner it gains 1
fire 10; SR 17 negative level.
Weaknesses vulnerable to
the shatter spell Despite their size and delicate look,
Offense glass drakes are durable and vicious
Speed 40 ft., fly 80 ft. (average) creatures prone to manipulation and
Melee 2 claws +7 (1d2-2), bite +8 cruelty. They prefer to make their homes in
(1d3-2) cities of industry and education where they can
Space 2.5 ft.; Reach 2.5 ft. (5 ft. with bite) sell their services and information to artisans
Special Attacks blinding focus, breath weapon and those studying arcane arts. These drakes
(30 ft. line, 4d4 damage plus 2 bleed, Ref DC play on the perception of their fragile nature so others
16 half, usable every 1d3) underestimate them. They often twist others words or blackmail
Spell-Like Abilities (CL 6th; concentration +7) people into service.
At willflare (DC 11) Glass drakes live extremely long lives. If they live to an old age
1/dayhypnotic pattern (DC 13), mirror image without ever having used their reform ability, their appearance begins
Statistics to change. The creatures scales lose their luster and become cloudy.
Str 7, Dex 17, Con 16, Int 11, Wis 10, Cha 12 Their features begin to sag and lose definition. When glass drakes
Base Atk +7; CMB +8; CMD 17 (21 vs. trip) are killed and their reform ability draws their body back together, it
Feats Alertness, Dodge, Flyby Attack, Weapon Focus (bite) revives their body to a prime young physique. Because of this, glass
Skills Bluff +9, Diplomacy +9, Escape Artist +9, Fly +12, Knowledge drakes aggressively throw themselves into fights, especially in isolated
(arcana) +7, Perception +11, Sense Motive +9, Spellcraft +7, areas or their home den where it is less likely to have their shattered
Stealth +20 remains disturbed. Some glass drakes enter into murder pacts with one
Languages Common, Draconic another, where they take turns destroying each other and looking after
SQ dynamic death, reform the remains while the creature reforms. These pacts allow the drakes
Ecology to slow the passing of time on their bodies and also create a bond of
Environment urban friendship between the two drakes.
Organization solitary, pair, collection (3-6) Since the glass drakes method of reproduction involves the mixing
Treasure standard of shards from two different drakes, this bond usually grows to include
Special Abilities an immature glass drake, which almost immediately joins its parents on
Blinding Focus (Su) As a full round action the glass drake can distort forays for the glass providing this drakes primary food source.
its body to refocus light into a blinding display. Sighted creatures Glass drakes measure just over 18 inches from their sculpted snout
within 10 ft. must succeed on a DC 16 Fortitude save or be to their thin tail, and weigh about 15 pounds. Glass drakes scales are
blinded for 1 minute. Those succeeding on this save are instead extremely smooth and their hide twists the light to make the creature
dazzled for 1 round. The save DC is Constitution-based. seem almost translucent. This is most prevalent in the glass drakes
Breath Weapon (Su) A glass drake spits a line of shattered glass. wings and connective folds of skin. The creatures teeth are as clear as
These shards deal 4d4 piercing and slashing damage. In the rest of its body. Glass drakes are material drakes.

37
Mist Drake Multiattack, Power Attack, Weapon Focus (bite)
This powerful beast strides as fluidly and silently as a predatory cat. Vicious Skills Bluff +11, Diplomacy +10, Escape Artist +12, Intimidate +11,
teeth line its snarling jaws, and its enormous feet sport deadly claws. A fine Knowledge (nature) +6, Knowledge (planes) +6, Perception +16,
mist drifts from the creatures slick scales. Sense Motive +10, Spellcraft +6, Stealth +17, Use Magic Device +13
Languages Common, Draconic
Mist Drake CR 9 SQ mist swimming
XP 6,400 Ecology
NE Medium dragon (geographic) Environment Any
Init +3; Senses darkvision 60 ft., low-light vision, See In Fog; Organization solitary, pair, pack (3-8)
Perception +16 Treasure standard
Defense Special Abilities
AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 natural) Breath Weapon (Su) In addition to the 6d6 acid damage dealt by
hp 115 (11d12+44) a mist drakes 30-foot cone breath weapon, the effect chokes
Fort +11, Ref +10, Will +9 and gags those it damages. Any creature taking damage from
Immune magic paralysis and sleep, dragon traits; Resist acid 10; SR 20 the breath weapon must succeed on a DC 21 Fortitude save or
Offense become nauseated for 1d4 rounds.
Speed 40 ft., fly 100 ft. (average) Mist Swimming (Su) A mist drake moves freely through any fog,
Melee bite +15 (1d6+3), 2 claws +14 (1d4+3), 2 wings +12 (1d4+1) cloud, mist, or smoke, including magical, mundane, and natural
Space 5 ft.; Reach 5 ft. (10 ft. with bite) effects. While a spell like solid fog would not affect a mist drake,
Special Attacks breath weapon (30 ft. cone, 6d6 acid damage plus the damaging effects of spells like cloudkill and stinking cloud
special, Ref DC 21 half, usable every 1d4 rounds) still affect a mist drake normally.
Spell-Like Abilities (CL 9th; concentration +12) See In Fog (Su) A mist drake can see perfectly in any fog, cloud, mist, or
At willobscuring mist smoke. This ability includes magical, mundane, and natural effects.
3/daygaseous form
1/daysolid fog Natural ambush predators, mist drakes use disorientation and savage violence
Statistics when stalking and bringing down their victims. Mist drakes always strike
Str 17, Dex 16, Con 18, Int 11, Wis 14, Cha 17 while veiled in cloying mists. The creatures will hunt any intelligent quarry,
Base Atk +11; CMB +14; CMD 27 (31 vs. trip) though they prefer humanoids, and love terrorizing their victims by changing
Feats Ability Focus (breath weapon), Combat Reflexes, Dodge, position often, making sudden noises, and striking then retreating. Mist
drakes claim a meal just isnt a meal unless it knows it is food before it dies.
Mist drakes hunt their cousins as zealously as they do humanoids,
so they rarely befriend other drakes. Good-aligned drakes attack mist
drakes on sight. Plumed drakes, in fact, sometimes actively hunt mist
drakes. Quite social with their own kind, however, mist drakes often
form hunting packs. These packs target what they consider big game
experienced warriors, outsiders, and true dragons. Especially
sadistic mist drakes ally with vampires or other intelligent
undead and provide their unnatural pack mate with an
extra measure of stealth and surprise.
Mist drakes opens combat with obscuring mist or solid
fog and rely on speed against opponents able to see in
fog or mist, targeting them first. For stronger victims,
a mist drake will swim through solid fog to attack from
all directions while remaining restricted. If grossly
outnumbered or suffering too much damage, a mist
drake uses gaseous form to escape.
After a successful major hunt, the most powerful mist
drakesthose which contributed most to the killsform
mated pairs. They spend several months together in a
mist-shrouded valley and produce 8-12 eggs that seem
to be composed of solid fog. After the young mist dragons
hatch, both parents take turns teaching them to hunt and work
together as a pack. Typically, the young leave when they reach an
age where they can hunt alone and eventually find their own pack.
Powerful and lean, a mist drake reaches over 7 feet from nose to tail and
weighs over 350 pounds. A mist drakes scales are usually a dark grey, but pale,
nearly white, and dull black variations exist. Mist drakes are geographic drakes.

38
Game Masters and Drakes
Moon Drake either a bonus or a penalty to attack rolls, saving throws, or
Graceful and alien, this pale drake floats in the air as much as it flies. skill checks. The moon drake chooses which one of these is
Large eyes curiously take in its surroundings and fill observers with unease. affected each day of the current moon phase and can change
it each new day before sunset. Full +2, 3/4 +1, Half +0, 1/4 -1,
Moon Drake CR 11 New -2.
XP 12,800 Power Over Lycanthropes (Su) A moon drake can recognize a
N Medium dragon (esoteric) lycanthrope as if it had true seeing as a permanent ability.
Init +9; Senses darkvision 60 ft., low-light vision; Perception +23 Furthermore, a moon drake can cure an infected lycanthrope
Defense with a touch no matter how long
AC 25, touch 16, flat-footed 19 (+5 since the infection. Unwilling
Dex, +1 dodge, +9 natural) creatures must succeed on
hp 136 (13d12+52) a DC 21 Will save or revert
Fort +12, Ref +13, to their true form and be
Will +11 free of the disease. True
DR 10/cold iron; Immune lycanthropes targeted by
magic paralysis and this effect revert to their
sleep, dragon traits, true humanoid form
Resist cold 10, electricity for 3d12 minutes if
10, fire 10, sonic 10; SR 22 they fail the save. This
Offense ability is equivalent to a
Speed 50 ft., fly 100 ft. 5th-level spell and the
(perfect) DC is Charisma-based.
Melee 2 claws +16 (1d4+3),
bite +16 (1d8+3), 2 wings +11 Little is known
(1d4+1) about these rarest and
Space 5 ft.; Reach 5 ft. (10 ft. with bite) strangest of drakes.
Special Attacks power over lycanthropes, Their relationship with
breath weapon (60 ft. line, 10d8 lycanthropes supports a claim
electricity, Ref DC 20 half, usable every to some strong connection with
1d4 rounds) the moon, and moon drakes go
Spell-Like Abilities (CL 16th; concentration through a cycle of changes aligned with
+21) the lunar phases. Drakes seem to embody
At willdetect magic, feather fall, levitate elements of existence, and moon drakes have
3/dayconfusion (DC 19), quickened freedom of movement, apparently come to personify the ideas and associations of the moon,
magic missile, reverse gravity rather than the physical object itself.
1/daygreater teleport (self only plus 50 lbs of objects, full and These changes also affect the creatures mood making it one of the most
new moon only) unpredictable of drakes. Encountering the same moon drake is often a
Statistics very different experience each time. Though moon drakes are picky about
Str 16, Dex 21, Con 19, Int 15, Wis 16, Cha 21 which humanoids they associate with, they are supremely loyal, and their
Base Atk +13; CMB +16; CMD 32 (36 vs. trip) companions rapidly become familiar with the creatures sifting moods.
Feats Alertness, Blind-Fight, Dodge, Flyby Attack, Improved While these drakes rarely (and always vaguely) discuss their
Initiative, Power Attack, Quicken Spell-Like Ability (freedom of lives and background, they enjoy helping humanoids, especially
movement) when dealing with lycanthropes. More than one village plagued by
Skills Diplomacy +21, Fly +21, Knowledge (arcana) +15, Knowledge were-creatures tell stories of a moon drake discovering the infected
(geography) +15, Knowledge (planes) +15, Perception +23, murderer and healing the affliction. Moon drakes actively search out
Sense Motive +23, Spellcraft +18, Stealth +21, Survival +10 these shapeshifters to heal all those they can and destroy the rest.
Languages Common, Draconic, Sylvan, telepathy 100 ft. Moon drakes sometimes join with travelers or hunters for years to
SQ long breath, moonbound track and cure lycanthropes.
Ecology No one has seen either a mated pair or young moon drakes,
Environment any which leads drake scholars to contend moon drakes reproduce
Organization solitary and raise their young in some extra-planer or extraterrestrial local,
Treasure standard perhaps on the moon itself. Moon drakes have small, compact
Special Abilities bodies that stretch almost 7 feet from the snout to the tip of their
Long Breath (Ex) A moon drake can essentially hold its breath for strange tail. Moon drakes weigh just over 100 pounds. Moon drakes
28 days. are esoteric drakes.
Moonbound (Su) A moon drake is dependent on the phase of
the moon. Depending on the cycle, a moon drake receives

39
Pact Drake Skills Diplomacy +21, Knowledge (arcana) +10, Knowledge (engineering)
This small draconic creature holds itself with the poise of a learned scholar or +10, Knowledge (geography) +10, Knowledge (history) +12,
a righteous judge. Discerning eyes peer past a scaled snout and toothy jaws. Knowledge (local) +12, Knowledge (nature) +8, Knowledge (nobility)
+12, Knowledge (planes) +8, Knowledge (religion) +10, Linguistics
Pact Drake CR 10 +12, Perception +24, Perform (oratory) +12, Sense Motive +30,
XP 9,600 Spellcraft +15, Stealth +17, Use Magic Device +18
LN Small dragon (esoteric) Special Qualities pact status
Init +6; Senses darkvision 60 ft., low-light vision, true seeing; Languages Common, Tongues
Perception +24 Ecology
Defense Environment urban
AC 21, touch 14, flat-footed 18 (+2 Dex, +1 dodge, +7 natural, +1 size) Organization solitary, council (2-7)
hp 114 (12d12+36) Treasure standard
Fort +11, Ref +10, Will +13 Special Abilities
Immune mind-affecting effects, magic paralysis and sleep, dragon traits Pact Status (Su) This ability helps the pact drake check on those
Offense who have entered into a pact. Each pact participant is affected
Speed 40 ft., fly 100 ft. (average) as if the pact drake has cast greater scrying on them, provided
Melee 2 claws +13 (1d3-1), bite +13 (1d4-1) he and the drake are on the same plane. The greater scrying
Special Attacks breath weapon (20 ft. cone, calm emotions, Ref DC effect can be dispelled, but it takes only a free action for the
21 half, usable every 1d3 rounds), punish transgressor drake to restore it. The pact drake can maintain pact status on a
Spell-Like Abilities (CL 14th; concentration +20) number of creatures equal to its Hit Dice. When it reaches the
Constanttongues, true seeing limit, it must drop one target to add another.
At willdetect chaos, detect evil, detect good, detect law, detect Punish Transgressor (Su) A pact drake near a creature that has broken
magic, read magic a pact brokered by this particular drake can cast dictum on the
5/daylesser restoration, sanctuary (DC 17) creature. This affects any creature regardless of alignment, and the
3/dayquickened dimension door, discern lies, invisibility drake is treated as if it had twice its Hit Dice for this effect.
1/daybreak enchantment, dictum (DC 23), geas (DC 22), speak
with dead The word of Law in draconic form, a pact drake makes its home in large
Statistics cities or other seats of authority. They often appear at major negotiation,
Str 9, Dex 14, Con 17, Int 17, Wis 20, Cha 22 as if drawn by an uncanny sense. Sometimes welcomed, sometimes not,
Base Atk +12; CMB +10; CMD 23 (27 vs. trip) the drakes nevertheless assure that all parties honor the contract.
Feats Ability Focus (breath weapon), Alertness, Dodge, Improved Some nations or powerful individuals retain the services of a pact
Initiative, Quicken Spell-Like Ability (dimension door), Skill Focus drake, usually by providing historical, legal, or religious documents.
(Sense Motive) Some of these creatures also demand trivial payment in gems and jewels;
though trivial to the drake could mean up to 10% of the kingdoms
treasure. Delicate negotiations between rival humanoid powers
sometimes fall to the pact drakes employed by both sides.
As the embodiment of Law, a pact drake must enforce all deals it brokers.
If for any reason it cannot enforce a deal, the drake suffers -4 to attack
rolls, saves, and ability and skill checks. This condition functions
exactly like the bestow curse spell except that it can only be lifted by
enforcing the deal, by a spellcaster with levels equal to twice the
pact drakes Hit Dice, or by another pact drake convinced the
afflicted drake has atoned. Pact drakes understand this and
work to handle every contract meticulously.
While its 4-foot long body and 1-foot long tail
make a pact drake seem insignificant, it carries an
unmistakable presence in hall of power. The creatures
sometimes take on affectations to further their image,
usually the trappings of authority recognized by the
society around them.
Courtship for a pact drake is simply another sort of deal.
The two drakes meet, determine which drake will raise the
young, how much assistance or compensation the other drake
will provide, agree to terms, and finally consummate the deal. The
union typically results in a small brood of 2-4 drakes some sages
humorously suggest the pair negotiate the number of young along
with all the other terms. Pact drakes are esoteric drakes.

40
Game Masters and Drakes
Paper Drake These odd drakes reportedly originated in exotic lands far from central
With its sharp angles and translucent skin, this draconic creature looks as if Midgard, where paper remains rare compared to parchment and
it were carefully folded from a massive sheet of paper; including its razor- vellum. However, whether the little beasts come from the Dragon
sharp claws and teeth. Empire of the East or the Elvish West before the land fell to ruin
written documents in both places mention these creaturesthey now
Paper Drake CR 3 appear across Midgard. Perhaps these strange drakes have edited their
XP 800 origins out of history.
N Small dragon (material) A bane to historians and spellcasters, paper drakes can erase ink and
Init +7; Senses darkvision 60 ft., low-light vision; Perception +8 pigments, and often do so at random simply for aesthetic purposes.
Defense They adore the possibility of a blank page almost as much as one
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) selectively cleared to make beautiful patterns in the ink. Not always a
hp 38 (4d12+12) nuisance, paper drakes can help scribes start over on a flawed text or
Fort +7, Ref +7, Will +5 reuse a book of old notes.
Immune magic paralysis and sleep, dragon traits In the few places they both occur, ink drakes tend to dominate
Offense paper drakes, which accounts for the latters often skittish
Speed 40 ft., fly 100 ft. (average) demeanors. Ink drakes occasionally subject enslaved paper drakes
Melee 2 claws +6 (1d3+1), bite +6 (1d4+1), tail slap +1 (1d4 plus to strange magical rituals, tattooing powerful runes and symbols
tail snap) onto their translucent skin. Paper drakes that survive this may have
Special Attacks breath weapon (40 ft. line, 3d6 slashing damage, any manner of strange esoteric abilities, though their minds are
Ref DC 15 half, usable every 1d4 rounds), tail snap almost invariably broken.
Statistics In their regular form, paper drakes reach just over 4 feet in length
Str 13, Dex 17, Con 16, Int 12, Wis 12, Cha 13 and weight around 30 pounds regardless of size. They are mostly some
Base Atk +4; CMB +4; CMD 17 (21 vs. trip) shade of white or tan, though some develop a brown or yellow tone as
Feats Improved Initiative, Power Attack they age. Paper drakes are material drakes.
Skills Acrobatics +5 (+9 jump), Bluff +6, Diplomacy +6, Escape
Artist +7, Knowledge (arcana) +6, Knowledge (engineering) +5,
Knowledge (history) +6, Knowledge (planes) +5, Knowledge
(religion) +5, Linguistics +6, Perception +8, Sense Motive +5,
Stealth +14
Languages Common, Draconic, Dwarven, Elven
SQ unfold, shelve
Ecology
Environment urban
Organization solitary, pair, signature (4-8)
Treasure standard
Special Abilities
Shelve (Su) A paper drake can fold itself
into a small form perfect for hiding on
bookshelves and in libraries. This requires
a standard action and the drake must be
adjacent to papers or books large enough to
contain it. While merged with the material, the
paper drake cannot see its surroundings but can hear
nearby sounds. Any damage dealt to the mass of paper
damages both the material and the drake. A paper drake
can end this effect as a free action.
Tail Snap (Ex) A paper drake can quickly strike with its tail, creating
a loud boom. A paper drake must successfully hit an opponent
with its tail snap attack. Those struck must succeed on a DC 15
Fort save or be stunned for one round.
Unfold (Su) A paper drake can manipulate its body, allowing
the creature to fold itself to change its size and shape.
As a standard action, the drake can adjust its size
by one step in either direction, from Small to Tiny
or Small to Medium size. All normal numerical
adjustments apply.

41
Statistics
Plumed Drake Str 22, Dex 17, Con 21, Int 15, Wis 16, Cha 18
Colorful feathers completely cover this draconic creature, from hooked snout Base Atk +14; CMB +21; CMD 35
to sharp talons, marking it with a mix of radiant hues. Feats Dodge, Flyby Attack, Hover, Improved Critical (bite), Improved
Initiative, Multiattack, Power Attack
Plumed Drake CR 12 Skills Diplomacy +21, Fly +9, Heal +11, Knowledge (arcana)
XP 19,200 +15, Knowledge (geography) +15, Knowledge (nature) +15,
NG Large dragon (esoteric) Perception +20, Sense Motive +20, Spellcraft +15, Survival +16,
Init +7; Senses darkvision 60 ft., low-light vision; Perception +20 Use Magic Device +17
Defense Languages Celestial, Common, Draconic
AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, -1 Ecology
size) Environment any
hp 161 (14d12+70) Organization solitary, pair
Fort +14, Ref +12, Will +12 Treasure standard
DR 10/evil; Immune poison, magic paralysis and sleep, dragon Special Abilities
traits, Resist cold 10, electricity 10, fire 10 Breath Weapon (Su) A plumed drake spits a white hot line of
Offense searing fire. Creatures in the area take 10d6 fire damage (DC 22
Speed 50 ft., fly 150 ft. (average) Reflex save halves). Creatures taking damage from the breath
Melee 2 claws +19 (1d6+6), bite +19 (1d10+6/1920), 2 wings +17 weapon must also succeed on a DC 22 Fortitude save or be
(1d6+3), tail slap +17 (1d8+3) blinded for 1d12 minutes.
Space 10 ft.; Reach 10 ft. Healing Touch (Su) Plumed drakes can heal another creature up to
Special Attacks breath weapon (80 ft. line, 10d6 fire plus blinding, 1d6 for every 2 Hit Dice the drake possesses each day. The drake
Ref DC 22 half, Fort DC 22 negates, usable every 1d4 rounds) must touch the target to heal damage. This healing touch may
Spell-Like Abilities (CL 14th; concentration +18) be divided into any number of 1d6 increments.
At willdetect evil, detect magic, detect poison, endure
elements, obscuring mist Plumed drakes come to the aid of desperate, hard-working people. While
3/daycall lightning, daylight, freedom of movement, gust of this powerful drake occasionally aids these people with its own supernatural
wind, neutralize poison might, it prefers instruction and an adherence to making proper choices.
1/daycontrol weather, control winds, gaseous form, One of the most powerful types of drakes known, plumed drakes see
reincarnate prismatic drakes as equals and sometimes join with them in dire instances.
Perhaps because of their viciousness and complete lack of any sense of rational
decorum, or maybe because of their shared tie to weather, plumed
drakes maintain a ruthless rivalry with mist drakes.
Plumed drakes prefer warm climates and migrate each
year and visit different communities. During their
travels, plumed drakes aid anyone in need along
their route. Even in peaceful times, plumed drakes
visit these settlements for the sake of conversation and to
dispense advice and wisdom on how to become a better
person. While most plumed drakes only share their
talks with people who are interested, more than one
drake goes too far and proselytizes to the eye-rolling townsfolk.
Much like peacocks, plumed drakes select mates based on the
vividness of their scales. After coupling, which results in 2-5
eggs, the male departs, leaving the female to provide for the young
drakes, which mature in 31 years. During this considerable period of
time, the mother instructs her children in numerous life lessons.
Imposing and majestic, plumed drakes reach 12 feet from the tip
of their beak-like snout to their feathered tail. Despite their size, these
elegant creatures weigh just over 400 pounds. Coloration on plumed
drakes varies slightly, but almost always includes bright spots, colorful
stripes, and even shimmering feathers. When plumed drakes molt in
cold climates they grow white and gray feathers. While the creatures
never speak of it, some writings mention a sect of evil plumed drakes
with dull black feathers and oily scales. These creatures lack the Healing
Touch ability and instead drain vitality from their foes with a touch of
their wicked talons. Plumed drakes are esoteric drakes, though some
sages make good arguments for geographic and material as well.

42
Game Masters and Drakes
Prismatic Drake Arguably one of the most powerful of the lesser dragons, the prismatic
This small but majestic dragon has scales and gossamer wings which shimmer drake contents itself with chasing violent storms and providing some
with all the colors of the spectrum. It smiles beatifically as it flies by, trailing a joy for those frightened or harmed by those storms. From a distance,
powerful thunderstorm and leaving an arcing rainbow in its wake. some often mistake this drake for a chromatic dragon, but the creatures
relatively small size and shifting colors quickly put paid to that notion.
Prismatic Drake CR 14 Prismatic drakes hoard treasure much like their larger cousins and
XP 38,400 attract free-spirited fey creatures to guard it, giving rise to legends of
CG Medium dragon (esoteric) pots of gold at the end of rainbows
Init +9; Senses darkvision 60 ft., low-light vision; Perception +27 Prismatic drakes hate tyranny but rarely confront it directly,
Defense preferring to work with resistance groups to remove their oppressors.
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural) Metallic dragons regard this drake as an emperor might regard
hp 195 (17d12+85) an allied baron of a small, independent country. On the other hand
Fort +15, Ref +15, Will +13 chromatic dragonsother than black and white dragons, who just hate
Immune magic paralysis and sleep, prismatic spells, dragon traits everythingdespise the creature because it dares to mock their majesty
Offense and coloration. Chromatic dragons may summon storms, or create an
Speed 50 ft., fly 120 ft. (good) illusion of a storm, in order to trap and kill a prismatic drake.
Melee 2 claws +22 (1d6+4), bite +23 (1d8+4), 2 wings +20 (1d4+2) A prismatic drake reaches 8 feet from snout to tail, with the tail
Space 5 ft.; Reach 5 ft. (10 ft. with bite) comprising 2 feet of that length, and weighs roughly 400 pounds.
Special Attacks breath weapon (20 ft. radius spread rainbow pattern or 30 ft. The creatures are exceptionally long-lived, rivaling a true dragons
cone, prismatic spray, Ref DC 23 half *special, usable every 1d4+1 rounds) lifespan, very rarely mate. When two massive storms combine,
Spell-Like Abilities (CL 15th; concentration +19) however, a union of the two trailing drakes often takes place. One
At willcolor spray (DC 15) of the parents rears the 1-3 young from the coupling, usually at the
3/dayprismatic spray (DC 21) site of that parents treasure hoard. The drake protects itself and the
Statistics hatchlings with a triple prismatic wall, which the young pass through
Str 19, Dex 21, Con 20, Int 16, Wis 17, Cha 18 when they are old enough to take care of themselves. Prismatic drakes
Base Atk +17; CMB +21; CMD 37 (41 vs. trip) are esoteric drakes.
Feats Alertness, Dodge, Improved Initiative, Mobility, Multiattack,
Power Attack, Spring Attack, Weapon Finesse, Weapon Focus (bite)
Skills Bluff +19, Diplomacy +19, Fly +9, Knowledge (arcana) +20,
Knowledge (dungeoneering) +16, Knowledge (planes) +20,
Perception +27, Sense Motive +25, Spellcraft +21, Stealth +23,
Survival +18, Use Magic Device +24
Languages Auran, Celestial, Common, Draconic, Sylvan
Ecology
Environment any
Organization solitary, pair
Treasure standard
Special Abilities
Breath Weapon (Su) The prismatic drake
breathes a ray of light that most humanoids
see as a rainbow and produces one of two
effects. The first is a rainbow pattern,
which affects a number of Hit Dice equal
to twice the drakes racial Hit Dice and lasts for
a number of rounds equal to the drakes Hit Dice.
The prismatic drake can control the pattern as per
the spell. The other, more deadly, option is a prismatic
spray, except the drake only receives a 1d4 roll on the
spells table.
Prismatic Field (Su) A scintillating field surrounds the
prismatic drake. As a standard action, it forms
a multi-colored sphere around itself with the
defensive capabilities of the first 6 layers of prismatic wall
and the offensive capabilities of the first 4 layers. Each layer
may be negated as outlined in the prismatic wall spell. If a layer
is negated, the drake can replace the layer after 4 rounds as a
standard action.

43
River Drake
This draconic creature resembles a torrent of rapids in motion. Sleek and A draconic representation of rivers, river drakes can be a surge of
strong, a mouth full of sharp teeth sits at the end of a long neck. Webbed destruction and violence, or a serene provider flowing through
claws push the creature in pursuit of its prey. the land. Because an enraged river drake can ruin riverside
communities, many villagers pay these unpredictable creatures an
River Drake CR 8 occasional tribute. More often, a river drake protects a particular
XP 3,200 river or stretch of a river against piracy and creatures victimizing
N Large dragon (aquatic, geographic) honest river folk.
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15 River drakes have a fey outlook as much as a draconic one. River
Defense drakes get along well with aquatic fey such as nixies and lorelei, and
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size) more than one sages has reported a river drake and nixie pairing.
hp 85 (9d12+27) Reclusive creatures, river drakes keep their distance from humanoid
Fort +9, Ref +8, Will +9 communities unless drawn by great need. Before lending their help,
Immune magic paralysis and sleep, dragon traits, Resist fire 10 they walk among the community in a humanoid form to assess the
Offense villagers unnoticed.
Speed 30 ft., swim 60 ft. Crueler river drakes erode riverbanks, shaping the river directly in
Melee 2 claws +13 (1d8+5), bite +13 (1d10+5), tail slap +8 (1d8+2) the course of settlements and crumbling riverside buildings with floods.
Space 10 ft.; Reach 5 ft. (10 ft. with bite) They use their control water ability to send floods in hope of breaking
Special Attacks breath weapon (80 ft. line, 6d6 electricity, Ref DC 17 dams and washing out the humanoids they perceive as encroaching
half, usable every 1d4 rounds) on their territory. Some engage in river piracy or extort money to not
Spell-Like Abilities (CL 9th; concentration +13) sink barges and ships. Powerful merchants do not allow these greedy
3/dayobscuring mist, soften earth and stone interruptions for too long, and river drakes taking this course soon find
1/daycontrol water themselves aggressively hunted.
Statistics River drakes speak in a confusing combination of bad grammar and
Str 21, Dex 14, Con 17, Int 14, Wis 16, Cha 19 overly metaphysical metaphors but nevertheless serve as good sources
Base Atk +9; CMB +15; CMD 27 (31 vs. trip) of information about the natural world and their claimed river in
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Power particular. They speak in flowing tones and ramble on between topics,
Attack, Stealthy sometimes working three different subjects into a strangely cohesive
Skills Appraise +10, Bluff +16, Climb +17, Diplomacy +16, Escape series of sentences. River drakes eavesdrop on vessels traveling their
Artist +4, Knowledge (geography) +12, river, gossiping fishermen, and villagers doing the washing, a thus
Knowledge (nature) +12, Perception gather much information about the creatures living in and
+15, Sense Motive +12, Stealth around their waters.
+12, Swim +18 During the spring thaw or seasons featuring
Languages Common, heavy rain, a pair of river drakes may
Draconic, Sylvan engage in a violent, thrashing courting
SQ amphibious, change ritual, resulting in 6-12 eggs the
shape parents bury and abandon in mud
Ecology along the swollen river. The eggs
Environment any river hatch in three months, and
Organization solitary, predators or misadventure
pair typically winnows the hatchlings
Treasure standard down to one or two. Long and
Special Abilities lean, river drakes reach nearly
Change Shape (Su) 15 feet from snout to tail and
A river drake can weigh over 350 pounds.
take any animal Their scales vary from a
or humanoid form twinkling blue tomore
three times per day rarelya muddy
as if using polymorph. brown. Some of these
A river drake usually rare river drakes breathe a
chooses animal forms line of acid as their breath
that allow the creature weapon instead of electricity
to go unnoticed around (otherwise mechanically identical).
humanoids, such as a cat River drakes are geographic drakes.
or a crow. It rarely takes
humanoid form longer than
necessary.

44
Game Masters and Drakes
Sewer Drake
Surrounded by a cloud of flies and a stench to rival the worst outhouse, this Sewer drakes are both parasites and predators. They live on the muck
drake sports a long snout at the end of a strong neck. Where wings would be and waste of bustling cities and hunt the lesser creatures who live
on most drakes, two greasy tentacles whip around. among the filth. Terrified beggars tell stories of friends snatching from
tattered bedrolls in the night, and more than one gang refuses to travel
Sewer Drake CR 6 sewers claimed by these drakes.
XP 2,400 Lethal but lazy, sewer drakes prefer to snack on rats and laze about
CE Medium dragon (esoteric) when they can get away with it. The drakes sloth means trespassers
Init +1; Senses darkvision 60 ft., low-light vision; Perception +12 sometimes get a pass. Anyone lingering too long or attempting to claim
Defense a den, however, suffers the drakes full wrath. The creatures mastery
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) of its terrain and sludge form allows it to attack interlopers repeatedly
hp 73 (7d12+28) and retreat unharmed. The sewer drake prefers to harass intruders into
Fort +9, Ref +6, Will +7 leaving and avoid the risks of a direct confrontation. The sewer drake is
Immune poison, disease, magic paralysis and sleep, dragon traits an excellent ambush predator.
Offense Sewer drakes wall off their dens from the rest of the sewer complex
Speed 40 ft., climb 30 ft., swim 60 ft. and camouflage them to look like the rest of the walls and the tunnels.
Melee 2 claws +11 (1d4+4), bite +12 (1d6+4 plus disease), 2 The drake leaves a tiny crack for it to come and go in sludge form.
tentacles +9 (1d4+2), tail slap +9 (1d6+2) A foul ritual involving a mated pairs sludge forms gives rise to
Space 5 ft.; Reach 5 ft. (10 ft. with bite) a couple of young sewer drakes the parents carry off to other areas
Special Attacks breath weapon (30 ft. cone, 6d6 acid damage, Ref and leave to fend for themselves. The sewer drake doesnt want the
DC 17 half, usable every 1d4 rounds), disease complication, competition for food, or hassle of taking care of its
Statistics young. These are perhaps the only drakes that do not lay eggs.
Str 18, Dex 13, Con 19, Int 10, Wis 14, Cha 11 A sewer drake blends in with clogged and dirty sewers as its scales
Base Atk +7; CMB +11; CMD 22 (26 vs. trip) seem to collect mud and refuse. A sewer drake can reach nearly 8 feet
Feats Multiattack, Power Attack, Stealthy, Weapon Focus (bite) from the tip of its snout to the end of its tail. Completely cleaned off,
Skills Bluff +8, Climb +16, Escape Artist +10, Knowledge a sewer drake weighs about 200 pounds, but they are usually over 300
(dungeoneering) +6, Knowledge (local) +6, Perception +12, pounds when encountered due to accumulated filth. Sewer drakes fit
Sense Motive +8, Stealth +13, Survival +10, Swim +16 both geographic and esoteric drake types.
Languages Common, Draconic
SQ hold breath, sludge walk
Ecology
Environment underground, urban
Organization solitary, pair, congregation (2-8)
Treasure standard
Special Abilities
Hold Breath (Ex) A sewer drake can hold its breath for a
number of rounds equal to 4 times its Constitution score
before it risks drowning.
Sludge Walk (Su) As a standard action, a sewer drake can
transform into a sludge-like form and slip through cracks,
holes, or other extremely small openings. The drake
retains its normal movement modes but
can only move 10 ft. per round. In this
form, the drakes Dexterity score
drops to 5 in this form (reducing its AC
to 15), it is not subject to critical hits
or precision damage, and it gains a +20
bonus to Escape Artist checks to escape
a grapple. The sewer drake reverts to its
normal form if killed or knocked unconscious.
A sewer drake can remain in this form for a
number of rounds equal to 10 plus its
Constitution bonus.
Disease (Ex) Biteinjury; save Fort DC
17; onset 1 day; frequency 1 day;
effect 1d3 Con damage; cure 2
consecutive saves.

45
Song Drake class ability. This grants a +1 bonus or -1 penalty to attacks,
This tiny draconic creature bears an expressive face despite its horns and damage, and skill checks. A song drake can maintain this ability
scales. Music seems to follow the creature as it flits through the air. as a free action each following round. It can use this special
ability a total number of rounds equal to its Charisma score per
Song Drake CR 4 day. This is a sonic-based mind-affecting effect.
XP 1,200
CN Tiny dragon (esoteric) Accompany (Su) A song drake can maintain the effects of a bards
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9 bardic performance. As a standard action, a song drake can take up
Defense any bardic performance with audible components performed within
AC 20, touch 16, flat-footed 60 ft. of it, maintaining the effects of this bardic performance. The
16 (+3 Dex, +1 dodge, +4 bard can then take other actions and even begin a different bardic
natural, +2 size) performance. A song drake can maintain this ability as a free
hp 42 (5d12+10) action. A song drake can use this ability for 2 rounds each
Fort +6, Ref +7, Will +5 day for every Hit Die it possesses.
Immune magic paralysis Consumed with a passion for music, a song drake
and sleep, dragon traits, lives to learn new songs and perfect old tunes. By the
Resist sonic 15; SR 15 time they are old, the creatures count thousands of
Offense songs in their repertoire. These skilled creatures draw
Speed 40 ft., fly 80 ft. throngs of listeners whenever they publically
(good) perform, but most prefer to travel with
Melee 2 claws +6 (1d2-1), bards and discover new music.
bite +6 (1d3-1) Song drakes live among the elves of
Space 2.5 ft.; Reach 0 ft. the Arbonesse and in many human
(5 ft. with bite) towns and cities throughout the
Special Attacks world. Some few song drakes stay
accompany, alter in place and join popular performers
mood, breath weapon or instruct virtuoso singers in
(30 ft. line, 4d8 sonic music academies, but most
damage, Ref DC 14 travel. More than one song
half, usable every 1d4 drake has served as court bard
rounds) to the dukes of Illyria and various
Spell-Like Abilities (CL 7th; sultans of the Mharoti Empire.
concentration +11) However, most song drakes live their
At willdetect magic, ghost lives in motion, moving from one place
sound (DC 14), lullaby (DC to another learning the regional music and
14), summon instrument local folksongs.
3/daycharm person (DC 15), invisibility, While most song drakes possess an uncannily wide
sleep (DC 15), ventriloquism (DC 15) range, some specialize in one form of song, such as ballads, choral
1/dayeagles splendor, suggestion (DC 16) arrangements, or operas. For instance, the song drake Turnia is popular
Statistics in the River Kingdoms of Nuria Natal and specializes in throat
Str 8, Dex 16, Con 15, Int 14, Wis 13, Cha 19 singing, drawing crowds and hopeful students, but he vanishes after his
Base Atk +5; CMB +6; CMD 16 (20 vs. trip) performances, and no one knows how to find him.
Feats Ability Focus (breath weapon), Dodge, Flyby Attack Weak combatants, song drakes prefer to flee rather than fight. Song
Skills Diplomacy +12, Fly +7, Knowledge (local) +10, Perception +9, drakes defend themselves against aggressors only as long as it takes
Perform (oratory) +13, Perform (sing) +13, Sense Motive +9, to escape. Often encountered with humanoid companions or other
Stealth +19, Use Magic Device +12; Racial Modifiers Acrobatics drakes, these creatures fight mostly by assisting their companions.
(+-4 jump), +4 Perform (oratory), +4 Perform (sing) When driven by anger or pride, the tiny creatures often band
Languages Common, Draconic, Sylvan together to deal with an enemy. These groups bombard their foe with
Ecology alternating rounds of breath weapon attacks, enchantments, and quick
Environment any temperate, urban flyby bite attacks.
Organization solitary, pair (duet), band (2-8) Delicate and compact, song drakes measure just over 20 inches and
Treasure standard usually weigh no more than 7 pounds. The coloration of their scales
Special Abilities varies more than most drakes, ranging in color from muted earth tones
Alter Mood (Su) A song drake comforts friends and confuses foes. to brightly hued colors. Some older song drakes take on a brilliant
The drake must choose to benefit its companions or hinder its silver sheen to their scales. This change happens rapidly, though none
enemies. As a standard action, the song drake begins humming but that particular song drake knows what triggered the change. Song
a tune with an effect similar to a bards bardic performance drakes are esoteric drakes.

46
Game Masters and Drakes
Steam Drake A rare few steam drakes have a more bestial and raw outlook
The air shimmers with heat distortion around this small draconic creature. typically shared with geographic drakes. These savage steam drakes live
Quick and lithe, the beast flies through the air with exceptional ease. alongside gas vents deep underground, secluded hot springs, and even
steaming fissures in mountains. These steam drakes much more closely
Steam Drake CR 10 resemble the larger and more aggressive geyser drake, growing larger
XP 9,600 and feral in their isolation..
LN Small dragon (material) Steam drakes sometimes consent to serve as an energy source for
Init +6; Senses darkvision 60 ft., low-light vision; Perception +19 their creations. In its steam form, the drake can pulse through devices
Defense designed for steam power and bring the machine to action. This requires
AC 22, touch 18, flat-footed 15 (+6 Dex, +1 dodge, +4 natural, +1 size) an immense sense of trust and sublimation and thus occurs quite rarely.
hp 126 (11d12+55) An excited or startled steam drake emits a shrill whistle, varying in
Fort +12, Ref +13, Will +8 tone depending on the drakes emotion, to frighten off any threats or
DR 10/cold iron; Immune fire, magic paralysis and sleep, dragon alert others to an interesting discovery or danger.
traits Steam drakes actually need an abundant source of steam to survive.
Weaknesses vulnerable to cold They seem to draw sustenance from inhaling and immersing themselves
Offense in the super-heated vapor. They supplement this with a diet of rodents
Speed 50 ft., fly 100 ft. (good) scalded to death before the drake consumes them.
Melee 2 claws +18 (1d4+1), bite +18 (1d6+1) Steam drakes prefer to reproduce in natural hot springs or
Special Attacks breath weapon (20 ft. cone, 8d6 fire damage, Ref constantly running foundries. In steam form, each drake becomes
DC 20 half, usable every 1d4 rounds) super-heated (increasing the damage inflicted by its steam form to 2d6)
Statistics and commingles with the other drake. This quickly results in droplets
Str 13, Dex 22, Con 21, Int 10, Wis 12, Cha 13 of condensationactually 4-8 eggs mixed with actual moisturethat
Base Atk +11; CMB +11; CMD 28 (32 vs. trip) fall near the hottest portion of the venting. The parents both raise the
Feats Ability Focus (breath weapon), Alertness, Dodge, Flyby Attack, young steam drakes, which mature in 15 months.
Power Attack, Weapon Finesse Steam drakes measure just over 5 feet from nose to their tail.
Skills Disable Device +17, Escape Artist +17, Fly +10, Intimidate +9, Unnaturally light, steam drakes weigh less than 30 pounds. Their
Knowledge (engineering) +14, Perception +19, Perform (wind) lusterless scales vary in shades of white and pale gray. Steam drakes are
+4, Sense Motive +9, Stealth +24 material drakes.
SQ steam form
Ecology
Environment any mountains, underground, urban
Organization solitary, pair, engine (2-8)
Treasure standard
Special Abilities
Steam Form (Su) A steam drake can, as a standard action
three times per day, change into a cloud of steam. This
form resembles the effects of a gaseous form spell, but
with a few changes. The drake can move at its normal fly
speed while in steam form. Any creature occupying
the same square as a steam drake in steam form
suffers 1d6 fire damage. Finally, a steam drake in
steam form can use its breath weapon twice as
quickly (minimum 1 per round). A steam drake
can maintain steam form for a number of rounds
equal to its Constitution modifier and can return
to its normal form as a free action.

Though rare, steam drakes make their homes in bustling cities


renown for technical research and knowledge. Steam drakes
adore the industry of dwarves, kobolds, and humankind
and often assist in research and design of the devices. The
Free City of Zobeck houses just over a dozen steam drakes in
its foundries and workshops, especially in the Gear District,
and perhaps as many roost throughout the Ironcrag Cantons.
Steam drakes have a sometimes-contentious relationship with gear
drakes. While some work well with gear drakes, others are haughty
and outright hostile to their mechanically inclined kin.

47
Statistics
Tor Drake Str 23, Dex 16, Con 20, Int 11, Wis 17, Cha 14
The dragon with grey-green scales sitting atop a mausoleum seems petrified, Base Atk +15; CMB +22; CMD 35 (39 vs. trip)
a decorative portion of the tomb. Moments later it breathes, its eyes flashing Feats Alertness, Channel Smite, Great Fortitude, Improved Channel,
with life and anger at the intrusion. Improved Critical (bite), Multiattack, Power Attack, Weapon
Focus (bite)
Tor Drake CR 13 Skills Diplomacy +11, Intimidate +20, Knowledge (history) +16,
XP 25,600 Knowledge (religion) +16, Perception +25, Sense Motive +25,
N Large dragon (esoteric, geographic) Stealth +12, Survival +9
Init +3; Senses darkvision 60 ft., low-light vision, scent; Languages Common, Draconic
Perception +25 Ecology
Defense Environment underground
AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size) Organization solitary
hp 172 (15d12+75); regeneration 5 (when under earth) Treasure standard
Fort +16, Ref +12, Will +12
Immune poison, disease, magic paralysis and sleep, dragon traits, Tor drakes call themselves protectors of graveyards and watchful
Resist cold 10, electricity 10, fire 10; SR 24 guardians of the dead, and they despise the undead and tomb robbers.
Offense Also, while a creature keeping out evil life-draining monsters seems like
Speed 40 ft., burrow 20 ft., fly 150 ft. (poor) a boon, the tor drake makes bizarre demands from the people whose
Melee 2 claws +20 (1d6+6), bite +21 (1d10+6/1920), tail slap +18 dead it protects. Villagers must bring it all goats born during a new
(1d8+3) moon, the towns mayor and all his relatives must be exiled, travelers
Space 10 ft.; Reach 10 ft. (10 ft. with bite) with black horses may stay in town only a single night, are just some
Special Attacks breath weapon (30 ft. cone, 8d6 bludgeoning of the documented requirements. If the drakes caprices arent satisfied,
[bones, earth, etc.], Ref DC 22 half, usable every 1d4 rounds), it goes on a rampage, destroying nearby buildings and farmland, but
channel positive energy (5/day, 7d6, DC 21, can only harm leaving its graveyard undamaged. Curiously, the creature goes out of
undead) its way to not kill anyone during these outbursts, but the devastation
Spell-Like Abilities (CL 15th; concentration +17) often brings enough hardship and suffering to hasten the demise of the
At willdeathwatch, detect undead frail and sick.
3/daygentle repose, lesser restoration, remove paralysis If a graveyard doesnt already feature a tomb, a tor drake
1/daygreater restoration, undeath to death (DC 18) will fashion a barrow for itself. It never disrupts a funeral
on its grounds, but anyone using its home must
provide additional grave goods or other payment to the
drake. As long as the drakes odd demands are met
and no one defiles its lair, it will protect the dead
from the depredations of ghouls, vampires, and
other fell creatures of the night.
Tor drakes have an array of abilities and
defenses to help in combat against the undead.
A drake accepts help from others in its fight,
even using its abilities to reverse harmful effects
placed on its temporary allies. However, it never
uses its channeling to heal, because it prioritizes killing the
abominations it faces. When the battle is won, the drake may
assist brave and clever comrades, sometimes even allowing
them to take whatever items the fell creatures used. It
expects any former allies to leave promptly, however, and
treats them no differently than any other intruders if they
violate the graves it protects.
A tor drake grows 15 feet long, including a massive 5-foot
tail, and it weighs half a ton. The drake eats bones from its
undead prey and natural stone from the surrounding land. The
creature never seems to digest its food, instead using it as fuel
for its breath weapon. No one has ever actually seen a mated
pair or a young tor drake. Speculations abound regarding
their origins, from a grief-mad mage seeking to protect his
loves resting place to a death deity looking to thwart the
Red Goddesss followers. Tor drakes are both esoteric
drakes and geographic drakes.

48
Game Masters and Drakes

Ability Scores
Building Drakes Each of the four base drakes includes a sample selection of ability scores.
In addition to the 20 drakes in the previous section, this chapter GMs should feel free to rearrange or adjust some of these numbers by a
helps GMs build custom drakes for any situation, environment, or point or two before adding Hit Dice. The drake also gains a point to an
encounter. Monster design is as much an art as a formula, so treat the ability score every four Hit Dice as normal. To preserve balance, GMs must
following rules as guidelines. Each of the drakes encountered in the spend feature points to increase a drakes ability scores above these norms, as
drake bestiary (pg. 28) break these guidelines in one way or another. ability scores can skew a drake above its target Challenge Rating. Sometimes
GMs creating a new drake for their game should go a little outside being slightly over a provided guideline works out fine, but other times a
these parameters if it provides the best game experience. particularly high ability score can lead to unbalanced encounters.

Concept Hit Dice Advancement


First, consider the drakes general theme. As a rule, drakes favor Though its possible to have more powerful drakes, these guidelines assume
an item, concept, or feature of nature and incorporate elements that drakes top out at CR 14. This keeps them below the power level of true
of this into their design. For example, mist drakes are elusive and dragons and secures their place as underdog lesser dragons. A drakes CR
mysterious threats, while crag drakes strong, nimble, and aloof. increases normally for creatures of its type as it gains Hit Dice. Using the
Drakes fall into three categories based on these themes. Geographic guidelines presented in the Pathfinder RPG Bestiary, drakes follow the rules
drakesinspired by types of terrain, climate, and geographytend on Table 1-2: Creature Hit Dice, pg. 291. This Challenge Rating/Hit Dice
towards powerful, direct behavior and always show ties to the relationship is also presented in this book in Table 3-2: Drake Basics. The
natural world. Material drakes draw their inspiration from crafted feature points allow a GM to customize drakes by advancing their Hit Dice,
and created items important to humanoid society, and their and provide a guide for the level of power to expect for a lesser dragon.
personality and abilities vary depending on the material. Esoteric
drakes personify ideas and impulses and are the strangest and most Skills and Feats
whimsical of their kind. Drakes gain skills, feats, and ability increases as normal as creatures of
These categories allow a GM to develop a new drake by their type.
incorporating qualities that represent the drakes inspiration. For A drake gains skill points equal to 6 + Intelligence modifier
example, a sand drake might use the burning southern deserts and their (minimum 1) per Hit Die. A drake has the following class skills:
cultures as fuel to fire up a creature capable of swimming through dry Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate,
dunes that ambushes its enemies with an abrasive breath weapon of Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft,
burning sand. Stealth, Survival, Swim, and Use Magic Device.
As underdogs and lesser dragons, drakes should never outshine true This generous number of skill points per Hit Die gives a GM greater
dragons of the same CR. Drakes should bring flavor and accessibility to flexibility with skill selection and allows drakes to gain maximum ranks
draconic creatures, not eclipse them as iconic creatures. in important skills while expressing the drakes flavor with ranks into
non-class skills.
Choose Size
This chapter presents four base drakes by size, each customizable Special Abilities
with feature points to increase their flavor and power level. Special abilities keep drakes from being just intelligent, flying lizards.
Esoteric and Material drakes usually fall between Tiny and Often stranger than other dragons, drake breath weapons draw from
Medium sized. Geographic drakes usually reach between Medium their core concept and manifests in strange ways.
and Large sized. Size also dictates the range of a drakes breath
weapon and fly speed. Breath Weapon
All drakes have a breath weapon, and many of these have fantastic and
Choose Type creative effects beyond simple damage. The flavor of a particular drake
Since theme is central to drake design, choosing a category of drakes influences the breath weapon, from the alehouse drakes intoxicating
is key to this process. The type of drake also provides guidelines for cloud to the plumed drakes blinding jet of fire of the. A drakes breath
size and Challenge Rating. Esoteric drakes range from CR 2 to CR 14, weapon otherwise follow the guidelines and rules for breath weapons.
geographic drakes from CR 4 to CR 14, and material drakes from CR Breath weapons allow a Fortitude, Reflex, or Will save for half damage
3 to CR 14. Regardless of type, most drakes have CRs in the lower, (or sometimes more). The DC is equal to 10 + 1/2 of the drakes racial
single-digit range. HD + the drakes Constitution modifier.

Table 31: Drake Size


Size Minimum CR Maximum CR Breath Weapon Range Fly Speed
Tiny 6 Cone 15 ft. / Line 30 ft. 80 ft. (good)
Small Cone 20 ft. / Line 40 ft. 100 ft. (average)
Medium Cone 30 ft. / Line 60 ft. 100 ft. (average)
Large 2 Cone 40 ft. / Line 80 ft. 150 ft. (poor)

49
Statistics
GMs can use feature points to increase the type and number of dice Str 7, Dex 15, Con 12, Int 10, Wis 11, Cha 11
rolled for damage, in addition to speeding up the frequency of use. The Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
features section of this chapter presents a handful of new and unique Feats Weapon Finesse
breath weapons. GMs can also develop unique breath weapons for Skills Bluff +4, Diplomacy +4, Fly +14, Knowledge (arcana) +4,
custom drakes. Compare the power of the ability to others presented in Knowledge (nature) +4, Perception +5, Sense Motive +5, Stealth
this chapter to estimate a feature point cost. +15, Survival +4
Languages Common, Draconic
Additional Special Abilities Ecology
Like their true dragon cousins, drakes are magical creatures and often Environment any
possess spell-like abilities, special attacks, and special qualities. This chapter Organization solitary, pair
lists a number of special abilities. Some come from the Universal Monster Treasure standard
Rules, while others are new and unique special abilities created just for
drakes. Each ability has a point value depending on its strength. GMs use Base Drake, Small CR 2
feature points to customize their drake and maintain a base power level. XP 600
N Small dragon
Base Drakes Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
Each of the following base drakes meets the guidelines for a creature of Defense
its size, type, and Challenge Rating and can serve as a base for a custom AC 18, touch 14, flat-footed 15 (+2 Dex, +1 dodge, +4 natural, +1 size)
creature or be used as is (after selecting energy type and area of the hp 22 (3d12+3)
breath weapon). Physical descriptions should arise from your concept Fort +4, Ref +5, Will +4
or borrow ideas from the list of cosmetic features. Immune magic paralysis and sleep, dragon traits
Offense
Base Drake, Tiny CR 1 Speed 40 ft., fly 100 ft. (average)
XP 400 Melee 2 claws +4 (1d4), bite +4 (1d6)
N Tiny dragon Special Attacks breath weapon (20 ft. or 40 ft. ft. cone or line, 3d6
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5 energy type, Ref DC 12 half, usable every 1d4 rounds)
Defense Statistics
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) Str 11, Dex 14, Con 13, Int 11, Wis 12, Cha 14
hp 15 (2d12+2) Base Atk +3; CMB +2; CMD 15 (19 vs. trip)
Fort +4, Ref +5, Will +3 Feats Alertness, Dodge
Immune magic paralysis and sleep, dragon traits Skills Bluff +8, Diplomacy +8, Fly +8, Knowledge (arcana) +4, Knowledge
Offense (nature) +4, Perception +9, Sense Motive +9, Stealth +12
Speed 40 ft., fly 80 ft. (good) Languages Common, Draconic
Melee 2 claws +6 (1d2-2), bite +6 (1d3-2) Ecology
Space 2.5 ft.; Reach 0 ft. Environment Any
Special Attacks breath weapon (15 or 30 ft. cone or line 2d6 energy Organization Solitary, pair
type, Ref DC 12 half, usable every 1d4 rounds) Treasure standard

Table 3-2: Drake Basics


Hit Base Attack Fort Ref Will Breath Natural Armor
CR Dice Bonus Save Save Save Weapon Bonus
1 2 +2 +3 +3 +3 2d6 +2
2 3 +3 +3 +3 +3 3d6 +4
3 4 +4 +4 +4 +4 4d6 +4
4 5 +5 +4 +4 +4 5d6 +5
5 6 +6 +5 +5 +5 6d6 +5
6 7 +7 +5 +5 +5 6d6 +7
7 8 +8 +6 +6 +6 7d6 +7
8 9 +9 +6 +6 +6 7d6 +8
9 11 +11 +7 +7 +7 8d6 +8
10 12 +12 +8 +8 +8 8d6 +9
11 13 +13 +8 +8 +8 10d6 +9
12 14 +14 +9 +9 +9 10d6 +10
13 16 +16 +10 +10 +10 12d6 +11
14 17 +17 +10 +10 +10 12d6 +12

50
Game Masters and Drakes

Base Drake, Medium CR 3 Draconic Features


XP 800 As creatures of the dragon type, all drakes have the following
N Medium dragon mechanics and traits.
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10 Dragon Type
Defense A dragon is a reptile-like creature, usually winged, with magical
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural) or unusual abilities. A dragon has the following features.
hp 38 (4d12+12) d12 Hit Die.
Fort +7, Ref +6, Will +5 Base attack bonus equal to total Hit Dice (fast
Immune magic paralysis and sleep, dragon traits progression).
Offense Good Fortitude, Reflex, and Will saves.
Speed 40 ft., fly 100 ft. (average) Skill points equal to 6 + Int modifier (minimum 1) per Hit
Melee 2 claws +7 (1d4+3), bite +7 (1d6+3), 2 wings +2 (1d4+1) Die. The following are class skills for dragons: Appraise,
Special Attacks breath weapon (30 ft. or 60 ft. ft. cone or line, 5d6 Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate,
Knowledge (all), Linguistics, Perception, Sense Motive,
energy type, Ref DC 15 half, usable every 1d4 rounds)
Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Statistics Traits: A dragon possesses the following traits (unless
Str 16, Dex 15, Con 16, Int 11, Wis 12, Cha 13 otherwise noted in a creatures entry).
Base Atk +4; CMB +7; CMD 20 (24 vs. trip) Darkvision 60 feet and low-light vision.
Feats Alertness, Dodge Immunity to magical sleep and paralysis effects.
Skills Bluff +6, Diplomacy +8, Escape Artist +3, Fly +6, Knowledge Proficient with its natural weapons only unless humanoid
(arcana) +5, Knowledge (nature) +5, Perception +10, Sense in form (or capable of assuming humanoid form), in which
Motive +10, Stealth +9 case proficient with all simple weapons and any weapons
Languages Common, Draconic mentioned in its entry.
Ecology Proficient with no armor.
Environment Any Dragons breathe, eat, and sleep.
Organization Solitary, pair
Treasure standard

Base Drake, Large CR 4 Feature Points


XP 1,200 Feature points provide a method of adding special abilities, special
N Large dragon attacks, and mechanical bonuses to the vast number of drake types.
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12 Each feature has a point value for adding, increasing, or expanding
Defense new and existing abilities. GMs can also remove some elements of the
AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, -1 size) drakes basic construction, the fly speed for example, and use those
hp 52 (5d12+20) points to purchase or increase other abilities. Ability scores can be
Fort +8, Ref +6, Will +6 rearranged in this manner as well.
Immune magic paralysis and sleep, dragon traits A drake gains 10 additional feature points for each additional Hit
Offense Dice added. If this advancement is staggered for any reason, these
Speed 40 ft., fly 150 ft. (poor) feature points can be saved from advancement to advancement. Most
Melee 2 claws +8 (1d6+4), bite +8 (1d10+4), 2 wings +3 (1d6+2), tail GMs simply build a level-appropriate drake from the ground up.
slap +3 (1d8+2)
Space 10 ft.; Reach 10 ft. Features
Special Attacks breath weapon (40 ft. cone or 80 ft. line, 8d6 energy The following abilities and customizations allow you to build a drake
type, Ref DC 16 half, usable every 1d4 rounds) the way you want it.
Statistics
Str 19, Dex 14, Con 18, Int 11, Wis 14, Cha 13 Base Mechanical Features
Base Atk +5; CMB +10; CMD 23 (27 vs. trip) Ability Scores 5-7 pts.
Feats Alertness, Dodge, Power Attack Selecting this feature allows you to increase the drakes
Skills Bluff +7, Diplomacy +9, Fly +0, Knowledge (arcana) +5, ability scores.
Knowledge (nature) +5, Perception +12, Sense Motive +12, Increase ability score +1. 5 pts
Stealth +6, Survival +7 Increase ability score +2. 7 pts
Languages Common, Draconic
Ecology Increase Natural Armor 1 pt
Environment Any Selecting this feature increases the drakes natural armor by +1.
Organization Solitary, pair Natural Armor +1
Treasure standard
Increase Natural Attack 3 pts
Selecting this feature increases one of the drakes natural

51
attacks one step as if it selected the Improved Natural Attack feat. Gain a spell-like ability 1 time per day. 1 + spell level pts
This ability can only increase the natural attack a maximum of Gain a spell-like ability 2 times per day. 2 + spell level pts
two steps. Gain a spell-like ability 3 times per day. 3 + spell level pts
Gain a spell like ability 5 times per day. 5 + spell level pts
Increase Breath Weapon Gain a spell-like ability at will. 7 + spell level pts
Selecting this feature alters the power of a base drakes breath weapon
in one of three ways: die value, number of dice, and recharge rate. Advanced Mechanical Features
Increasing the die value one step means the drake These abilities use monster mechanics from the Universal
deals d8s instead of d6s. This increase can only be Monster Rules (Pathfinder RPG Bestiary pg.
chosen once. 297). Building a drake functions like
Increasing the damage dice adds to the building any other monster, and
number of dice rolled for damage. This drakes are well suited to the
increase can be chosen as often as desired. following abilities. These special
Increasing a breath weapons recharge abilities, special attacks,
rate moves the duration from once every and special qualities are
1d4 rounds to once every 1d3 rounds. identical to the abilities
This feature can be chosen multiple of the same name listed in
times. Each time it reduces the recharge the Universal Monster Rules
rate by one die. except as indicated in
Add 1 damage die to breath their particular entries.
weapon damage. 5 pts Unless otherwise
Increase breath weapon damage indicated, all selections
dice one step. 6 pts made when purchasing
Decrease breath weapon damage an ability cannot be
dice one step. -3 pts changed after purchase.
Increase breath weapon recharge
one step. 5 pts Amphibious (Ex) 3
pts
No Fly Speed Drakes with the aquatic
Selecting this feature removes the drakes subtype have swim speeds that
ability to fly (though it may still retain its wings) replace their fly speeds. This swim speed
in exchange for a number of additional feature points. is equal to half the fly speed for a drake this
If the drake is large enough to receive a wing attack, you gain size. An aquatic drake can breathe underwater but cannot
still more feature points. breathe air unless it has the air breather special ability.
No fly speed -5 pts
No wing attack -3 pts Air Breather 2 pts
Nightborn Selecting this feature increases 5 pts Drakes with the aquatic subtype can choose this special ability in order
the drakes darkvision range by 30 feet. to breathe air as well.
Climb Selecting this feature grants the 5 pts
drake a climb speed equal to its base speed. Bleed (Ex) 4 pts/1 bleed
Swim Selecting this feature grants the drake 5 pts A drakes claw and bite attacks causes wounds that continue to
a swim speed equal to its base speed. bleed. The affected creature suffers additional damage each round
Burrow Selecting this feature grants the drake 5 pts at the start of its turn equal to the drakes bleed value (ie, bleed 3
a burrow speed equal to half its base speed. inflicts -3 damage). A successful DC 15 Heal skill check or any
magical healing that restores hit points ends this effect. This ability
Improved Movement can only be chosen five times, for a total of 5 bleed.
Selecting this feature increases one of the drakes movement types.
Increase movement 5 feet. 5 pts Blindsense (Ex) 4 pts
Increase movement 10 feet. 7 pts Using nonvisual senses, such as acute smell or hearing, a drake with
Increase movement 15 feet. 9 pts blindsense notices things it cannot see. The drake with line of effect
Increase movement 20 feet. 12 pts to a creature or object within range of its blindsense ability usually
need not make Perception checks to pinpoint that creature or object.
Spell-Like Abilities Any opponent the drake cannot see still has total concealment against
A drake with this feature can cast spell-like abilities at a caster level the drake, and it still has the normal miss chance when attacking foes
equal to its racial Hit Dice. These spell-like abilities should match the that have concealment. Visibility still affects the movement of a drake
drakes type and affinity. 0-level spells count as 0 for the purpose of with blindsense. A drake with blindsense is still denied its Dexterity
determining point costs for this feature. bonus to Armor Class against attacks from creatures it cannot see.

52
Game Masters and Drakes

Blindsight (Ex) 7 pts Cosmetic Features


This ability is similar to blindsense, but is far more discerning. Using
These feature help build flavor for your desired drake. They
nonvisual senses, such as sensitivity to vibrations, keen smell, acute cost no points, but dont lump too many of these into one
hearing, or echolocation, a drake with blindsight maneuvers and drake. If you already have a good idea of what your drake
fights as well as a sighted creature. The creature ignores invisibility, will look like, go ahead and use that description. This list
darkness, and most kinds of concealment, though the drake must merely provides a selection of physical features with no game
mechanics (although a GM could certainly link them to a
have line of effect to a creature or object to discern that creature or
special ability or use them to inspire a new special ability).
object. The abilitys range is 100 feet. The drake usually does not
need to make Perception checks to notice creatures within range of Shimmers Butterfly wings
its blindsight ability. Blindsight is continuous. Brilliantly colored Dragonfly wings
Claws a stark different Muscular
Deal Ability Damage (Ex or Su) color than scales Thin
A drake with this ability deals 1d4 damage to a particular ability score with Tufts of hair Plump-bellied
a successful attack. This penalty persists for 1d10 rounds. Creatures struck Beard Scars
may make a Fortitude save for half damage (DC 10 + 1/2 the drakes racial Spiky Open sores
Hit Dice + the drakes Constitution modifier). Select any natural attack Large eyes Smells like death
and an ability score when choosing this feature. This ability can be taken Tiny eyes Smells like fruit
multiple times, but no attack may damage more than one ability. One eye Smells like dust
Strength 5 pts Three eyes Smells like rain
Dexterity 5 pts Glowing eyes Iridescent scales
Constitution 7 pts Unusual eye color Dull scales
Intelligence 4 pts Extra claws/fingers Glittering scales
Wisdom 5 pts Ridged teeth Multicolored scales
Charisma 4 pts Fangs Glassy black scales
Multiple rows of teeth Unusual color scales for
Constrict (Ex) 5 pts Blunt teeth type
A drake with this special attack can crush an opponent, dealing bludgeoning Ears Leaf-shaped scales
damage, when it makes a successful grapple check (in addition to any other Antennae Hooked scales
effects caused by a successful check, including additional damage). The Two horns Long snout
damage dealt by a constrict attack equals the drakes bite damage. Tiny horns Stubby snout
Huge horns Large nostrils
Damage Reduction Branched horns Nose horn
(Ex or Su) Four horns Sucker for mouth
A drake with this special ability ignores damage as described on page
Tangled horns Beak
561 of the Pathfinder RPG Core Rulebook. When choosing vulnerability
Bat-like wings Bill
from a weapon type, choose bludgeoning, piercing or slashing. When
Feathered wings Proboscis
choosing a material vulnerability, choose from adamantine, cold iron,
Long wings Stag legs
or silver. Alignment-based vulnerabilities should be reserved for special
Tiny wings Humanoid legs
cases that fit thematically for the drake. When choosing alignment
vulnerability, decide between chaotic, evil, good, and lawful. The
feature point costs for each value and type are listed below.
DR/5 Disease (Ex or Su) 4 pts
Weapon Type 4 pts A drake with this ability causes disease to those it damages with either
Material 4 pts its bite or claws, selected when this ability is chosen. Choose between
Magic 4 pts bubonic plague, demon fever, devil chills, filth fever, leprosy, or red
Alignment 7 pts ache. The Fortitude DC for this disease equals 10 + 1/2 of the drakes
DR/10 racial Hit Dice + the drakes Con modifier.
Weapon Type 6 pts
Material 6 pts Energy Drain (Su) 10 pts
Magic 6 pts A drake with this ability saps a living opponents vital energy with a
Alignment 12 pts claw or bite attack. Each successful energy drain bestows one negative
DR/15 level, two in the case of a critical hit, and the drake gains 5 temporary
Weapon Type 12 pts hit points for each level drained. These temporary hit points last for a
Material 12 pts maximum of one hour. Negative levels not removed with a spell, such
Magic 12 pts as restoration, after 24 hours become permanent unless the affected
Alignment 20 pts creature makes a Fortitude save (DC 10 + 1/2 of the drakes racial Hit
Dice + the drakes Charisma modifier) for each negative level.

53
Fast Healing (Ex) 7 pts Poison (Ex) 5 pts
A drake with this ability regains 2 hit points every round. A drake with this ability delivers poison with one of its natural
melee attacks. Choose one attack to deliver the poison, and an
Grab (Ex) 3 pts ability score that the poison damages when purchasing this ability.
If a drake with this special attack hits with a claw or bite attack, The poison deals 1d3 ability damage. The Fortitude DC for this
it deals normal damage and may attempt to start a poison is 10 + 1/2 the drakes racial Hit Dice + the drakes
grapple as a free action without provoking Constitution modifier.
an attack of opportunity. This works
only against opponents at least Drake Poison (Ex)
one size category smaller Chosen natural melee attack
than the drake. The drake injury; save Fort DC (see above);
can conduct the grapple frequency 1/round for 4 rounds;
normally or use the effect 1d3 (chosen ability score)
part of its body it used damage; cure 1 save.
in the grab to hold
the opponent. If it Pounce (Ex) 5 pts
chooses to do the A drake with this special
latter, it takes a -20 attack can make a full
penalty on its CMB attack at the end of a
check to make and charge.
maintain the grapple
but does not gain the Racial Skill Bonus
grappled condition itself. (Ex)1 or 3 pts
A successful hold does not Some drakes display greater
deal any extra damage unless aptitude for certain tasks than
the drake also has the constrict others. This feature enhances the
special attack. If the drake does flavor of the drake and should fit its
not constrict, each successful grapple particular affinity for best effect. Most
check it makes during successive rounds drakes do not have racial skill bonuses and
automatically deals the damage indicated for the attack none have more than two or three.
that established the hold. Otherwise, it deals constriction damage Racial Skill Bonus +4 1 pt
as well. The drake receives a +4 bonus on combat maneuver checks Racial Skill Bonus +8 3 pts
made to start and maintain a grapple.
Rend (Ex) 5 pts
Immunity to Energy Type (Su) 15 pts If a drake with this ability hits with both claw attacks in one round,
A drake with this ability is immune to a particular energy type; select it deals additional damage as it latches onto its opponent and tears its
from acid, cold, electricity, or fire when purchasing this ability. flesh. This additional damage is equal to the drakes claw attack plus
1-and-1/2 the drakes Strength bonus.
Immunity to Disease (Su) 5 pts
A drake with this ability suffers no ill effects from natural or Resist Energy (Ex)5-15 pts
supernatural diseases. A drake with this special quality ignores some damage of the chosen type
each time it takes damage of that kind. Choose one of the following:
Immune Poison (Su) 5 pts acid, cold, electricity, or fire. The point cost for each value is listed below.
A drake with this ability suffers no ill effects from poisons, this includes Resistance [energy type] 5 5 pts
drugs and other natural or manufactured intoxicants. Resistance [energy type] 10 7 pts
Resistance [energy type] 15 10 pts
Immunity to Enchantment (Su) 7 pts Resistance [energy type] 20 15 pts
A drake with this ability is immune to mind-affecting effects.
Scent (Ex) 1 pt
Paralysis (Ex or Su) 7 pts A drake with this ability can detect approaching enemies, sniff out
A drake with this special attack can render its victim immobile. hidden foes, and track by sense of smell. A drake with this ability can
Choose one of the drakes natural weapons for this ability. If the identify familiar odors just as humans do familiar sights.
drake makes a successful melee attack with that natural weapon,
the victim must make a Fortitude save (DC 10 + 1/2 the drakes Swallow Whole (Ex) 7 pts
racial Hit Dice + the drakes Constitution modifier) or become If a drake with this special attack begins its turn with an opponent at
paralyzed. This effect lasts for one round per Hit Dice + the drakes least one size category smaller than it grappled in its mouth (see grab), it
Constitution modifier. can attempt a new combat maneuver check (as though attempting to pin

54
Game Masters and Drakes

the opponent). If it succeeds, it swallows its prey, and the opponent takes Drake Special Abilities
bite damage. A swallowed creature suffers damage equal to the drakes Special abilities and interesting breath weapons help separate drakes
bite attack each round. When choosing this ability, decide whether this from other lesser dragons. A drake can only have one breath weapon,
damage is physical damage or acid damage. A swallowed creature keeps and its length is restricted by the drakes size, see the table Dragon
the grappled condition, but the drake does not. A swallowed creature Attacks and Speeds, Pathfinder RPG Bestiary, pg. 91. Any breath
can try to cut its way free with any light slashing or piercing weapon weapon selected from the options below, or any custom breath weapon
(the amount of damage required to get free equals 1/10 the drakes total created by the GM, replaces the base drakes breath weapon and
hit points), or it can try to escape the grapple. The Armor Class of grants no additional feature points. Some of these
the interior of a drake that swallows whole is 10 + 1/2 its abilities require further customization, and
natural armor bonus, with no modifiers for size GMs should take care to make sure the
or Dexterity. If a swallowed creature cuts its customization fits the theme and
way out, the drake cannot use swallow goal of their drake. Likewise, if a
whole again until the damage player is using these abilities to
is healed. If the swallowed create a companion drake, take
creature escapes the grapple, care to choose abilities relevant
success puts it back in the to the type of drake you want
attackers mouth, where instead of choosing something
it may be bitten or that doesnt fit just for its
swallowed again. power.

Telepathy (Su) Arcane Wrath (Su) 5 pts


5 pts A drake with this ability
A drake with this possesses a breath weapon
ability can mentally composed of crackling magic
communicate with any energy. This line deals 1d4 damage
other creature within 100 feet for every 2 racial Hit Dice the drake
that has a language. A variant possesses. This un-typed damage bypasses
of this telepathy allows a drake to energy-based damage reduction. A creature can
communicate only with other drakes costs 3 halve this damage with a successful Reflex save (DC 10
points. + 1/2 of the drakes racial Hit Dice + the drakes Con modifier). This
ability is usable every 1d4 rounds.
Trample (Ex) 5 pts
Only a Large drake can have this special attack. As a full-round action, Camouflage (Ex) 3 pts
the drake can attempt to overrun any creature that is at least one size A drake with this special ability can make itself unseen. As a swift
category smaller than itself. This works just like the overrun combat action, the drake blends with its surroundings and gains a +8 bonus to
maneuver, but the drake does not need to make a check, it merely has Stealth checks as long as it does not move. Geographic drakes out of
to move over opponents in its path. Targets of a trample suffer damage their associated environment and material drakes not blending at least
equal to the drakes claw damage + 1-and-1/2 times its Str modifier. partly with their associated material gain only a +4 from this ability.
Targets of a trample can make an attack of opportunity at a -4 penalty
or attempt to avoid the trampling creature and make a Reflex save (DC Chilling Gesture (Su) 4 pts
10 + 1/2 the drakes racial Hit Dice + the drakes Str modifier) to take A drake can glare and make a menacing gesture at a single opponent
half damage. A drake can only deal trampling damage to each target within 30 ft. This creature must succeed on a Will save (DC 10 + 1/2
once per round, no matter how many times its movement takes it over of the drakes racial Hit Dice + the drakes Cha modifier) or become
a target creature. frightened. A successful save leaves the target shaken for 1 round. This is
a sight-based, mind-affecting fear effect equivalent to a 3rd level spell.
Tremorsense (Ex) 4 pts
A drake with this ability is sensitive to vibrations in the ground and Dissolving Bite (Su) 5 pts
can automatically pinpoint the location of anything in contact with This drakes bite contains a powerful, flesh-dissolving acid. When
the ground. Aquatic drakes with tremorsense can sense the location of the drake succeeds on a bite attack, its opponent must succeed on a
creatures moving through water but not solid ground. A drake with Fortitude save (DC 10 + 1/2 of the drakes racial Hit Dice + the drakes
tremorsense can use this ability out to 30 feet. Con modifier) or suffer 2d6 acid damage. If the drakes bite attack
succeeds on a critical hit, the opponent also takes 1d4 Constitution
Vulnerability (Ex or Su) -3 pts damage as its flesh sloughs from its bones.
A drake with vulnerabilities takes half again as much damage (+50%)
from a specific energy type, regardless of whether a saving throw is Earthquake Stomp (Su) 4 pts
allowed or if the save succeeds or fails. When choosing this ability, A drake with this ability shakes the ground and knocks its enemies
select an energy type from the following: acid, cold, electricity, or fire. down. With a powerful stomp, a drake with this ability causes the

55
ground to shake for 1 round. Any creatures in contact with the ground Shifting Form (Su) 5 pts
within 20 feet of the drake must succeed on a Reflex save (DC 10 + A drake with this ability can, as a move action, transform into any
1/2 of the drakes racial Hit Dice + the drakes Con modifier) or fall inanimate feature connected with its type. A timber drake may take
prone. A spellcaster in this area must make a Concentration check (DC the form of a pine tree, while an alley drake could take the form of a
20 + spell level) to cast a spell that round. cobblestone. The object must be the same or one size category larger
or small as the drake. Choose the object when selecting this ability.
Magnetic (Su) 3 pts Any carried or worn gear transforms with the drake. In this form the
A drake with this ability attracts ferrous objects. Any creature striking drake effectively is the object, though a detect magic spell reveals a faint
the drake with a weapon made from iron, magnetized steel, or other transmutation aura. The drake can always hear but otherwise can use
magnetized ferrous metal must succeed on a Reflex save (DC 10 + 1/2 only senses the object might have; a statue might see but not touch,
of the drakes racial Hit Dice + the drakes Con modifier) or have its while a rag might touch but not see. The transformed drake gains a
weapon stuck to the drakes hide. Once stuck, a creature can elect to let hardness score commensurate to the material of the object but retains
go of its weapon (if possible) or use a standard action to make a DC 20 its normal hit points. The drake can use this ability a number of times
Strength check in order to pull it free. In addition, the drake receives a each day equal to 1 + its Charisma bonus. The effect lasts for an hour
+4 bonus to grapple checks against opponents in ferrous metal armor. or until the drake ends it as a free action.

Merge (Su) 4 pts Spit Stone (Su) 3 pts


A drake with this ability can merge into a material relevant to its type. A drake with this special attack can spit a stone or a chunk of hard
This ability works like meld with stone but with the chosen material; clay from its throat. This ranged touch attack has a 30 foot range
an ice drake can merge with ice, an iron drake with iron, and so on. increment. Any creature struck by this attack takes 2d6 damage and
This ability appears mostly among geographic and some material drake must succeed on a Fortitude save (DC 10 + 1/2 of the drakes racial
types but rarely among esoteric drake types. Hit Dice + the drakes Con modifier) or be stunned for 1 round. This
ability is usable every 1d4 rounds.
Petrification (Su) 7 pts
A drake with this ability gains a gaze attack that can petrify its Spore Carrier (Su) 6 pts
opponent as a standard action. The attack turns the target permanently A drake with this ability has a symbiotic fungus growing among its
to stone, has a range of 30 feet, and allows a DC 16 Fortitude save to scales. When a drake with this ability suffers damage from a natural
negate. The save DC is Constitution-based. or manufactured weapon attack, the fine spores on its scales launch
airborne. Any creature adjacent to the drake must succeed on a
Plant (Su) 5 pts Fortitude save (DC 10 + 1/2 of the drakes racial Hit Dice + the
A drake with this ability can bury itself in the ground to recover from drakes Con modifier) or take 1d3 Wisdom damage and be confused
wounds. The drake must have a burrow speed to use this special ability. for 1 round.
The drake gains fast healing 2 while completely covered by at least 12
inches of earth. Stand True (Su) 5 pts
A drake with this ability can appear to be a true dragon for a short
Rolling Glob (Su) 5 pts time. Once per day, as a standard action, the drake can use this ability
A drake with this ability can cough up a glob that chases opponents to create an illusion of itself as a chromatic or metallic dragon two sizes
across the battlefield. Select an energy type (acid, cold, electricity, or fire) larger. This illusion lasts for 1 round per Hit Die the drake possesses.
when purchasing this ability. As a standard action, 1d4 times per day, While this effect is active, the drake gains the frightful presence special
the drake dislodges a portion of its magical essence in the form of a glob ability out to a range of 50 feet but only against creatures with fewer
that behaves as the flaming sphere spell except that it deals damage of the Hit Dice. Those subject to this effect must succeed on a Will save (DC
selected energy type, and the drake can direct the glob with a free action 10 + 1/2 of the drakes racial Hit Dice + the drakes Cha modifier) or
instead of a move action. The Reflex save DC is equal to 10 + 1/2 of the become frightened for 5d6 rounds.
drakes racial Hit Dice + the drakes Con modifier. A drake can keep a
glob active for 1 round for every 2 racial Hit Dice it possesses before it Sticky (Ex) 3 pts
must swallow the glob again. Once back in the drakes throat, the drake A drake with this ability oozes a gluey substance from between its
must wait 1 round before using this ability again. scales. Any creature striking the drake must succeed on a Reflex save
(DC 10 + 1/2 of the drakes racial Hit Dice + the drakes Con modifier)
Sandblast (Su) 5 pts or have its weapon stuck to the drakes adhesive hide. Once stuck, a
A drake with this ability breathes a fan of blistering sand. This cone creature can elect to let go of its weapon (if possible) or use a standard
breath weapon deals 1d6 damage for every three racial Hit Dice the action for a DC 20 Strength check to pull it free.
drake possesses. A target can make a Reflex save (DC 10 + 1/2 of the
drakes racial Hit Dice + the drakes Con modifier) for half damage. Tail Spikes (Ex) 5 pts
Any creature taking damage from this attack must also succeed on a A drake with this feature can fire a volley of 1d4 spikes, which do
Fortitude save (DC 10 + 1/2 of the drakes racial Hit Dice + the drakes piercing damage equal to the drakes claw damage (including Strength
Con modifier) or be blinded for 1d4 rounds. This ability is usable every bonus), out to 30 feet. Make a separate attack roll for each spike. The
1d4 rounds. drake may fire up to 12 spikes per day.

56
Game Masters and Drakes

Tendrils (Ex) 6 pts Con modifier. The vine drake thus gained 47 hit points to make its
This drake has twisting vines sprouting from its back. These leafy total 85. This fell a bit below the guideline hit points for a CR 8
and thorny vines give the drake a slam attack (Tiny 1d2, Small 1d3, creature, but I thought damage reduction or fast healing could make
Medium 1d4, Large 1d6) as a secondary natural attack. The drake also up for that.
gains the grab ability with this attack. Next, I advanced the vine drakes saving throws according to
Table 3-2, so it gained +2 to each saving throw. The 5 extra Hit
Thorn Spray (Su) 5 pts Dice also increased the drakes Base Attack Bonus by +5. This affects
This drakes breath weapon is a cone of jagged thorns. The attack deals all attacks, the drakes CMB, and its CMD. I also increased the vine
4d6 piercing damage. A successful Reflex save (DC 10 + 1/2 of the drakes breath weapon damage dice to 7d6 and the associated Reflex
drakes racial Hit Dice + the drakes Con modifier) halves this damage. DC to 17.
A creature suffering damage from this attack has a number of these The vine drake also gained three feats. Instead of changing out
thorns lodged in its body. It must succeed on a Fortitude save (DC the feats the base Medium drake already has, I build on them by
10 + 1/2 of the drakes racial Hit Dice + the drakes Con modifier) or selecting Mobility and Spring Attack. This worked with the ambush
the thorns grow into the creature, reducing its mobility and hardening hunter concept. I also wanted the vine drake to be quick, so I selected
its flesh. One hour after the attack, the victim suffers 2d4 Dexterity Improved Initiative as the third feat choice.
damage. As the plants grow throughout the creatures body, its flesh Finally, I determined the number of additional skill points the drake
takes on a bark-like appearance and texture, granting the creature a received and which skills it had. The skills on the Medium base drake
natural armor bonus equal to half the Dex damage dealt. Each hour didnt fit my concept as well as I wanted, so I switched out a few points
afterwards, the creature must make a new Fortitude save or take the and just built the skill selection from the ground up. It took longer, but
Dexterity damage again. A successful save halts the growth of the plant. fulfilling the concept was worth the effort.
The seed thorns can be removed with a successful DC 20 Heal check, Below is a rough advancement of the Medium base drake stat
with a +7 to the DC for every failed Fortitude save. All positive and block without spending any feature points. A look at the rough
negative effects fade 2d20 minutes after removing the thorns. Healing stats helps to determine where to apply bonuses and which abilities
the Dexterity damage removes the natural armor bonus. A creature to purchase.
reduced to 0 Dexterity gains the paralyzed condition. This ability is
usable every 1d4 rounds. Vine Drake CR 8
XP 4,800
Water Leap (Su) 4 pts N Medium dragon
A drake with this ability can transport itself from one body of water to Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
another in the blink of an eye. When completely submerged in water, Defense
as a standard action, the drake can transport itself to another body of AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
water within 1,000 feet large enough to contain its body as if using the hp 38 (4d12+12)
dimension door spell. Fort +9, Ref +8, Will +7
Immune magic paralysis and sleep, dragon traits
Example of Building a Drake Offense
To illustrate the process of building a custom drake, start with a Speed 40 ft., fly 100 ft. (average)
concept. I had an idea for a sleek ambush-hunter drake that lives in Melee 2 claws +12 (1d4+3), bite +12 (1d6+3), 2 wings +7 (1d4+1)
thick forests and jungles. I called it the vine drake. To fit into my Special Attacks breath weapon (30 ft. or 60 ft. ft. cone or line, 7d6
upcoming game, it needed to be CR 8. I made it Medium size to energy type, Ref DC 15 half, usable every 1d4 rounds)
help it be sneaky and quick but still have a good chance to succeed at Statistics
Combat Maneuvers. Str 16, Dex 15, Con 16, Int 11, Wis 12, Cha 14 (added the ability
Starting with the Medium drake stat block, I referred to Table score bonus from 8 Hit Dice)
3-2: Drake Basics and found that a CR 8 vine drake has 9 Hit Base Atk +9; CMB +12; CMD 25 (29 vs. trip)
Dice. The Medium base drake starts with 4 Hit Dice, so I needed Feats Alertness, Dodge, Improved Initiative, Mobility, Spring Attack
to advance it by 5 Hit Dice, which earned me 50 feature points Skills Acrobatics +6 (+10 jump), Bluff +10, Climb +11, Diplomacy
to customize the vine drakes abilities. I kept the breath weapon +10, Escape Artist +7, Knowledge (arcana) +6, Knowledge
simple and chose a line of acid, as it works well for a plant- (nature) +9, Perception +15, Sense Motive +9, Stealth +14
themed drake. Languages Common, Draconic
Advancing a creatures Hit Dice is similar to advancing a Ecology
characters level. This advancement alters a number of elements, so Environment any
make sure to adjust everything. Specific improvements are listed in Organization solitary, pair
Table 3-2: Drake Basics. Treasure standard
First, passing that 8 Hit Dice mark meant the vine drake added
a point to an ability score. I planned to use feature points to select a Now, the feature points. I decided to remove the drakes fly speed
few spell-like abilities, so I added the point to Cha. At 9 Hit Dice, and replace it with a climb speed. I see this creature as an ambush
the vine drakes natural armor bonus increases to +8. Hit points hunter that can stalk prey or characters through the Margreve Forest.
increase using the average value (6.5 in this case) plus the vine drakes This makes climbing almost better than flying. Removing the fly speed

57
earns 5 additional feature points, and giving up the Medium drakes Vine Drake CR 8
wing attacks garners 4 more for a total of 59 feature points to spend. XP 4,800
I gave it a climb speed (5 points) and increased that speed by 10 feet CE Medium dragon
(7 points). To boost its combat potential, I increased its Str score by 2 Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
(7 points). I chose the tendrils special attack (6 points) because it fits Defense
with this concept. AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
Working with the tendrils attack, I gave the vine drake the constrict hp 85 (9d12+27)
special attack (5 points) as an extra combat option. I added the poison Fort +9, Ref +8, Will +7
special attack (5 points) to the vine drakes bite because it fit the evil, DR 10/bludgeoning; Immune magic paralysis and sleep, dragon
stealthy concept. I also increased the damage die for the bite (3 points), traits
to make it more potent, and gave the breath weapon one additional Offense
damage die (5 points). Speed 40 ft., climb 50 ft.
As mentioned earlier, the vine drakes hit points were a bit under Melee 2 claws +13 (1d4+4), bite +13 (1d8+4 plus poison), tendrils
guidelines, so I added DR 10/bludgeoning (6 points), as bludgeoning seemed +8 (1d4+4 plus grab)
to fit with the plant theme. Going further with this, I gave the vine drake two Special Attacks breath weapon (60 ft. line, 8d6 acid damage, Ref DC
spell-like abilities: entangle 3/day (4 points) and speak with plants 3/day (6 17 half, usable every 1d4 rounds), constrict (1d8+4), poison
points). All totaled, it works up to 59 feature points right on the dot. Spell-Like Abilities (CL 9th; concentration +11)
Adding these abilities to the previous rough stat block and 3/dayentangle, speak with plants
correcting errors yields the custom vine drake on this page. Statistics
Str 18, Dex 15, Con 16, Int 11, Wis 12, Cha 14
Base Atk +9; CMB +13 (+17 grapple); CMD 26
Feats Alertness, Dodge, Improved Initiative, Mobility, Spring Attack
Skills Acrobatics +6 (+10 jump), Bluff +10, Climb +20, Diplomacy
+10, Escape Artist +7, Knowledge (arcana) +6, Knowledge
(nature) +9, Perception +15, Sense Motive +9, Stealth +14
Languages Common, Draconic
Ecology
Environment temperate and warm forests
Organization solitary, pair, tangle (3-8)
Treasure standard
Special Abilities
Tendrils (Ex) This drake has twisting
vines sprouting from its back.
These leafy and thorny vines give
the drake a slam attack (Tiny 1d2,
Small 1d3, Medium 1d4, Large
1d6) as a secondary natural attack.
The drake also gains the grab ability
with this attack.
Poison (Ex) BiteInjury; save Fort DC
17; frequency 1/round for 4 rounds;
effect 1d3 Dex damage; cure 2
consecutive saves.

The only thing left at this point is to


write up some cool flavor text, give it some
depth and background, and throw it at some
unsuspecting characters.

58
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Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
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The Open Design community is building Midgards Seven Cities.
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