Red Draquine

Draquine

Large Dragon

Hit Dice: 4d10+16 (38 hp)
Initiative: +1 (Dex)
Speed: 50 ft., fly 50 ft (average)
AC: 18 (-1 size, +1 Dex, +8 natural)
Attacks:  2 claws +10 melee, bite +5 melee
Damage: Claw 1d8+8, Bite 1d6+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Scent, Low Light Vision, Darkvision, Immunities
Saves: Fort: +8, Ref +5, Will +3
Abilities: Str: 26, Dex: 13, Con: 19, Int: 4, Wis: 12, Cha: 8
Skills: Listen +7, Spot +7
Feats: Flyby Attack, Mighty Roar

Climate/Terrain: Any Land
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Same as draconic parent or True Neutral
Advancement: --



  Breath Weapon: Draquines have the breath weapon of their draconic parent.  It is useable once per day. Type of breath weapon, damage, and save DC are listed below, based on dragon type:

Draquine Type
Breath Weapon Type
Damage
Save DC
Black
Line* of Acid
6d4
17
Blue
Line of Lightning
6d8
18
Green
Cone** of Gas
6d6
17
Red
Cone of Fire
6d10
19
White
Cone of Cold
3d6
16
Brass
Line of Fire
3d6
17
Bronze
Line of Lightning
6d6
18
Copper
Line of Acid
6d4
17
Gold
Cone of Fire
6d10
20
Silver
Cone of Cold
6d8
18
*A line is always 5' high, 5' wide, and 60' long.
**A cone is always 30' long.

   Immunities: Draquines also share the energy immunities of their dragon parent.  The type of immunity is based on dragon type, as listed below:

Draquine Type
Type of Immunity
Black
Acid
Blue
Electricity
Green
Acid
Red
Fire
White
Cold
Brass
Fire
Bronze
Electricity
Copper
Acid
Gold Fire
Silver
Cold

  Draquines are also immune to sleep and paralysis effects.

  Flyby Attack: When flying, the Draquine can take a move action (including a dive) and another partial action at any point during the move. The Draquine cannot take a second move action during a round when it makes a flyby attack.

  Mighty Roar: Once per day, as a standard action, the Draquine may bellow a mighty roar. All opponents of 4HD or less within 30 feat, that are capable of hearing the roar, must make a Will save (DC 11), or be Shaken for 1d6 rounds. Shaken creatures suffer a -2 moral penalty to all attack rolls, saves, and skill checks.


Description
  Draquines, or the offspring of horses and dragons, are the epitome of ridable mounts.  These massive beasts are exceptionally strong and resiliant, while extremely mobile, and even intelligent enough to form simple plans and follow verbal instructions.

  The most readibly aparant feature of the Draquine is it's large leathery wings.  These mounts are large enough to sport a pair of strong wings more than capable of lifting itself, a rider, and their gear into the air and flying for long distances without the need for rest.

  Upon closer inspection, the casual viewer will notice that the "horse" is not wearing scaled barding, but actually has large scales itself.  These scales can reach the size of dinner plates in certain areas, and glisten in sunlight.  The color of the scales depends on the Draquine's heritage.  It's tail is also rather interesting.   Although not as thick as a true dragon's, the Draquine has a short, slightly flat tail covered in scales.

  Also quite noticable at close range are the mount's front legs.  Although the back feet retain the hooves of a horse, the two front legs more closely resemble those of dragons, with large, multifingered claws at the end of powerful arm like apendages.  The Draquine is quite capable of rearing up on it's hind legs and swiping it's massive claws at a target, attempting to rend it apart.

  Appearing to be some sort of stylized helmet, the head of a Draquine very strongly resembles the draconic nature of it's parent.  Hard sturdy plates run down it's muzzle, while at least one pair of horns are present either on top of the head, or framing the mouth.  The mouth itself lacks the flat grinding teeth of normal horses, and instead have been replaced with sharp serrated fang like teeth in front, with flatter molars toward the back.  Showing yet more of it's draconic past, the mouth opens farther back into the head than a normal horse, allowing it not only to open it's fanged mouth wider, but to take more powerful bites.

  One of this mount's more fearsome abilities is it's Roar.  Similar to it's breath weapon, the Draquine may rear back it's head and bellow out a terrorfying roar that seems to echo even in open areas.  This roar is unsettling even to the best of opponents, and to lesser creatures is capable of leaving them a quivering mass of flesh, easy pickings for ripping claws or tearing teeth.

  The Draquine's second most terrorfying ability is it's breath weapon.  If any observer doubted it's breeding before, this settles the matter entirely.  Draquines constantly have some visible sign of their breath weapons active, even when not actually using it.  Fire based breath weapons mean the Draquine has a constant curl of smoke coming from its nostrils, and small licks of flame whenever it opens its mouth, although this adds no damage to bite attacks.  Cold based means there is a constant mist exhaled, as if the Draquine were in a very cold environment.  This mist is very cold, and sometimes causes small ice crystals to form on it's bit.  Acid breath makes the Draquine appear to be slightly drooling, as excess acid drips from it's teeth and out the corners of it's oversized mouth.  Electricity constantly crackles and arcs between the teeth of Blue and Bronze Draquines, resembling miniature lighting bolts or the sparks resulting from scrubbing stocking feet across fur floor rugs.

  The most fearsome and devistating of the Draquines abilities has nothing to do with it's impressive physical abilities, nor its supernatural qualities.  The most dangerous ability it posesses is a mind.  Although not smart by any stretch of the imagination, the Draquine has enough intelligence to formulate planes, remember past kindness or abuse, and even speak.  If initially raised by the draconic parent, or if raised in the company of other draquines, it will be able to speak Draconic.  Otherwise, it speaks Common, although it is capable of understanding both.

  The combination of intelligence, mobility, and overpowering brute force make Draquines an incredibly powerful creature.

Combat
  Draquines prefer to fight much like dragons, only without spell like abilities and magic to aid them.  They will fight as directed by their rider, but when left to their own:

   Flyby Attack: The Draquine would prefer to soften it's enemies up while staying out of range itself.  To do this, it tends to take to the air and use it's breath weapon as a flyby attack.

   Claws: When it's breath weapon is exhausted, the Draquine turns to it's two powerful claws.  It will either continue to make flyby attacks, or will land in order to use both claws effectivly.

   Bite: Any creature foolish enough not to take the hint from breath and claw attacks and approaches close enough may very well find itself on the recieving end of a very powerful bite from the Draquine's fanged mouth.

Society
  Although Dragons are normally very protective of their young, this does not extend to half-breeds.  These offspring are seen by almost all types of dragons to be a nusience at best, and a problem to be disposed of at worst, due to their lack of ability and true dragon intelligence.

  Chromatic dragons with lesser intelligence will usually simply eat draquine young, although they will sometimes forget about them long enough for the young draquine to escape.  More intelligent chromatics find Draquines a profitable venture, in that more than one breeder will pay handsomely for the beasts.  Not only does this grant the chromatic a lucritive business, but also as much "diversion" as they could care for.

  Metallic dragons are less likely to destroy their own draquine young, and will intentionally put them out.  More intelligent metalics will breed with top bloodline warhorses in order to create mighty steeds for paladins or other champions of good, although some will still resort to selling their draquine young to reputable and caring breeders.  Some see this as being the superior choice over simply putting the beast out to fend for itself.

Training a Draquine
  Training a Draquine as a mount requires a successful Handle Animal check (DC 25 for a young creature, DC 30 for an adult) and that the creature be willing.

  Draquine are either hatched from eggs (if the mother was draconic), or born normally (if the mother was equine).  A young Draquine has a market value of 10,000 gold, while an egg is worth 7,000 gp.  Professional trainers charge 2,000 gold to train or rear a Draquine.  Riding a draquine as a flying mount requires an exotic saddle, although riding one as a normal mount can be done with a normal saddle of suitable size.  The Draquine can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

   Carrying Capacity: A light load for a Draquine is up to 500 pounds; a medium load, 501-800 pounds, and a heavy load, 801-1100 pounds.
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