Uthgar
2006-12-09, 01:24 PM
Hello all! Just had my first monster creation (not counting that ill-fated Dire Rust Monster), and I would love to hear some constructive criticism. I haven't sickjed this nasty rascal on any of my PCs just yet. All intelligent commentary will greatly be appreciated.
Flameburst Drake
Large Dragon (Fire)
Hit Dice: 16d12 + 160 (250 HP)
Initiative: +7
Speed: 50 ft. (ten squares), Climb 30 ft. (6 squares)
Armor Class: 30 (-1 size, +8 Dex, +13 Natural); touch 17, flat-footed 22
Base Attack/Grapple: +16/+29
Attack: Bite +26 (2d8 + 10)
Full Attack: Bite +26 (2d8+10) and 2 claws +24 (1d10+10) and tail slap +19 (1d8+15)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon, Pounce, Improved Grab, Rake
Special Qualities: Darkvision 120 ft., fire resistance 10
Saves: Fort20, Ref18, Wis8
Abilities: Str30, Dex26, Con30, Int8, Wis12, Cha6
Skills: Hide +27, Jump +29, Move Silently +27, Climb +29, Listen +20
Feats: Combat Reflexes, Improved Natural Attacks (Bite and Claw), Multiattack, Improved Trip, Power Attack
Environment: Mountains, Underground, Volcanic Regions
Organization: Single, mated pair
Challenge Rating: 10
Treasure: Standard (rings and coins)
Alignment: Neutral (evil)
Breath Weapon: The fireburst drake derives its name from this attack. It spits a glob of phlegm into an area within 100 feet, and it explodes on contact much like the fireball spell. The burst does 8d10 fire damage (reflex DC 22 for half)
Tactics: Fireburst drakes prefer to stalk their prey, then pounce when their targets are flat-footed. If this fails, they also enjoy tripping opponents, then grappling them and using their Power Attack to bite them to death. If their prey looks too tough, they will start off with their breath weapons before pouncing. Flameburst drakes are not as smart as their dragon cousins, but they know enough to run away when they lose more than 50% of their hit points. This is usually accomplished through prodigious leaping and climbing the sheer walls of their mountainous homes.
Flameburst Drake
Large Dragon (Fire)
Hit Dice: 16d12 + 160 (250 HP)
Initiative: +7
Speed: 50 ft. (ten squares), Climb 30 ft. (6 squares)
Armor Class: 30 (-1 size, +8 Dex, +13 Natural); touch 17, flat-footed 22
Base Attack/Grapple: +16/+29
Attack: Bite +26 (2d8 + 10)
Full Attack: Bite +26 (2d8+10) and 2 claws +24 (1d10+10) and tail slap +19 (1d8+15)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon, Pounce, Improved Grab, Rake
Special Qualities: Darkvision 120 ft., fire resistance 10
Saves: Fort20, Ref18, Wis8
Abilities: Str30, Dex26, Con30, Int8, Wis12, Cha6
Skills: Hide +27, Jump +29, Move Silently +27, Climb +29, Listen +20
Feats: Combat Reflexes, Improved Natural Attacks (Bite and Claw), Multiattack, Improved Trip, Power Attack
Environment: Mountains, Underground, Volcanic Regions
Organization: Single, mated pair
Challenge Rating: 10
Treasure: Standard (rings and coins)
Alignment: Neutral (evil)
Breath Weapon: The fireburst drake derives its name from this attack. It spits a glob of phlegm into an area within 100 feet, and it explodes on contact much like the fireball spell. The burst does 8d10 fire damage (reflex DC 22 for half)
Tactics: Fireburst drakes prefer to stalk their prey, then pounce when their targets are flat-footed. If this fails, they also enjoy tripping opponents, then grappling them and using their Power Attack to bite them to death. If their prey looks too tough, they will start off with their breath weapons before pouncing. Flameburst drakes are not as smart as their dragon cousins, but they know enough to run away when they lose more than 50% of their hit points. This is usually accomplished through prodigious leaping and climbing the sheer walls of their mountainous homes.