
| Large Dragon | |
|---|---|
| Hit Dice: | 12d12+36 (114 hp) |
| Initiative: | +5 (+1 Dex, +4 Improved Initiative) |
| Speed: | 50 ft. (10 squares) |
| Armour Class: | 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21 |
| Base Attack / Grapple: | +12/+23 |
| Attack: | Bite +18 melee (1d8+7) or claw +18 melee (1d6+7) or tail +18 melee (2d6+10) |
| Full Attack: | Bite +18 melee (1d8+7), 2 claws +13 melee (1d6+3), tail +13 melee (2d6+10) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Sneak attack +6d6, spell-like abilities |
| Special Qualities: | Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent |
| Saves: | Fort +11, Ref +9, Will +10 |
| Abilities: | Str 25, Dex 13, Con 17, Int 10, Wis 14, Cha 15. |
| Skills: | Climb +15, Hide +12, Intimidate +17, Knowledge (dungeoneering) +15, Listen +17, Move Silently +16, Spot +17, Survival +2 (+4 underground) |
| Feats: | Dodge, Improved Initiative, Improved Natural Attack (tail), Mobility, Spring Attack |
| Environment: | Any underground |
| Organisation: | Solitary |
| Challenge Rating: | 12 |
| Treasure: | Triple coins, standard goods, double items |
| Alignment: | Usually neutral evil |
| Advancement: | 13-24 HD (Large); 25-36 HD (Huge) |
| Level Adjustment: | — |
A smaller, specialised cousin of the true dragons, the angler drake has adapted to caves and subterranean passages. It is a close relative of the wyvern.
Angler drakes are quadrupedal, short-necked reptiles with pale, scaly hides; muscular limbs; claws and gripping surfaces that give them exceptional climbing ability. Its most distinctive feature is its long tail, whose tip is weighted with a large mass of gold. As the drake grows, this tail club grows larger and heavier, and its scales take on a golden tinge. This is due to the drake's tendency to supplement its carnivorous diet with gold ore and metal. They prefer intelligent prey, especially dwarves, as they are more likely to carry gold.
Angler drakes speak Draconic. More intelligent specimens may also speak Dwarven, Goblin or Undercommon.
Combat
Angler drakes are cunning and devious. They enjoy masking themselves and their surroundings with illusions, all the better to lure unsuspecting prey closer before dispatching them. The angler drake often uses its gold-tipped tail as a lure and a weapon, surrounding it with illusions of even greater wealth, and then smashing its victim with a sneak attack.
Sneak Attack (Ex): The angler drake can deal +6d6 points of damage to opponents that are flanked or unable to use their Dexterity bonus to AC. This works in exactly the same way as a rogue's sneak attack ability.
Spell-Like Abilities: At will-minor image, misdirection; 3/day-illusory wall, major image; 1/day-persistent image. Caster level 12th.
Skills: Angler drakes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
