Drakes

Str    35  |  Spd    18  |  Int    11  |  Mob    80
End    17  |  Eye    12  |  Aur    14  |  Dge    50
Dex    09  |  Hrg    18  |  Wil    15  |  Ini    65
Agl    11  |  Smt    17  |             |  FR     02

Leap: 50/15b   Bite: 65/10t   Claws: 55/9bt
Breath: 75/(see below)        Tail Bash: 50/10b

Armor: B10 E12 P9 F12 S8 T10 except eyes

Stealth: 60       Transmigration: 65

Description

The Drake is a large, wingless reptilian quadruped. The average Drake stands about 60 inches (5 feet) at the shoulder and is normally 15 to 20 feet long (counting tail). It looks like a cross between a dragon and a lizard. It's head is more rounded than a dragon's, but its body is slim and supple in movement.

The Drake's colorations run mostly to neutral earth tones. Dull greens, browns and grays are the norm. The only bright color on a Drake are its golden eyes and pink forked tongue.

The tongue is of interest to scholars. The few scholars that have returned from an encounter with a Drake have reported that most seem to be able to use their tongues as a grasping, hand-like appendage. The renowned scholar Hytorias of Medyna wrote that he once witnessed a Drake pick up small, light items with its tongue, hold them so it could examine them, then discard those it did not like. Those items that the Drake wanted, he placed in the side of its mouth, much as a squirrel holds nuts. This writing has also led to the theory that Drakes have a sort of intelligence.

Hoards

Drakes do not hoard treasure as men do. However, all Drakes have a fascination for small, colorful objects. Silver (when it is clean) delights them, but if tarnished, a Drake will ignore it. Drakes love gold for its color and for the fact that the color is not lost. Gems and stones of bright colors are likely to be found in a lair.

Items                        Out of Lair        In Lair
Silver (pence/drams)          90% : 8d6        95% : 12d10
Gold (ounces)                 50% : 1d3        50% : 3d3
Gems (raw or cut)             35% : 1d2        35% : 2d3

Transmigration

Transmigration is a special skill of all Drakes. This skill allows the Drake to travel from one world of Kelestia to another. It is hard and takes 2 minutes to perform. For this reason, a Drake will only transmigrate when its life is in danger and it has time.

Known Information

It is known by members of the Guild of Arcane Lore that Drakes have been encountered on all of the worlds of Kelestia. The few scholars that have made the trip to and from the magic poor world of Terra have told of Drakes in the legends of that world, if not actually encountered. This has slowed the theory of Drakes being beasts of magic that could only live where magic works easily.

Drakes live mostly in wooded areas where trees and other vegetation will hide them from their prey. Since the Drake's hearing and sense of smell are so much more acute than its eyesight, it doesn't need to see its prey until it is close.

A Drake will normally eat about as much raw flesh (carrion is fine) as equal to a cow or horse (two men will do) at one time. After eating that much, it will normally return to its lair to rest for from one to three days. After this, the Drake will begin to hunt again.

Combat

The Drake is a large, slow-moving beast at most times. However, in combat it is dangerous to think of it as slow. The Drake's first attack will be leaping. A Drake will normally wait in hiding for its prey to come along. It will then wait for the prey to come as close as possible. If the prey comes within 100 feet without noticing it, the Drake will run down on it and leap (normally a 20 foot leap) to knock the prey to the ground with its great weight (2000-2500 lbs). Once it has its prey down, the Drake will attach with its powerful clawed legs and jaw.

If the prey is within 400 feet of the Drake when it spots it, the Drake will normally try to run it down. Beyond 400 feet the Drake will only chase prey that it knows it can out-run.

When in combat, the Drake will make 1 attack per CR. However, if anyone tries to attack it from its rear, the Drake can lash out with its powerful tail. Anyone behind it will be attacked.

Breath Weapon

All Drakes have a breath weapon that they normally use when attacked or when attacking more than just one or two humans. Each Drake may use its breath weapon once each minute, and no more than 3d6 times in a 24 hour period. Each Drake is immune to the effects of its own breath.

The breath weapon has a range of 50 feet (10 hexes). The breath takes the form of a 25 foot (5 hexes) wide cloud. There is no chance to dodge this cloud, but the chance that the cloud will hit its target goes down 5% for each hex from the Drake. Anyone in the cloud must save versus the effect. The cloud will last for one minute in wind force 0. In wind force 1, the cloud will last for 4 combat rounds, 2 CR in wind force 2. The cloud will not last more than 1 CR in wind forces 3 or 4.

Roll on the following table to determine the type of breath weapon each Drake will have.

01-50    Smoke: End*3 or choke for 1d3 CRs.
51-75    Acid: Agl*3 or lose 1d2 points of protection from
               the armor hit. Armor must be cleaned within
               ten minutes or an extra point will be taken.
76-00    Sleep: Will*3 or sleep for 1d3 minutes. (-10%
                special penalty if saved vs. smoke or sleep).