Beruflich Dokumente
Kultur Dokumente
pg 2
Amber Dragon
Conversion Source http://www.enworld.org/cc/
Dragon (Earth)
Environment: Temperate and cold forests
Organization: Solitary (one dragon any age); clutch
(1d4+1 wyrmling, very young, young, juvenile, or
young adult dragons); or family (pair of mature adults
plus 1d4+1 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 5;
juvenile 8; young adult 10; adult 11; mature adult 12;
old 14; very old 16; ancient 18; wyrm 19; great wyrm
20
Treasure: Triple standard
Amber Dragons by Age
Age
Dex Con
Base Attack/
Grapple
Attack
Fort
Ref
Will
Save Save Save
Breath
Weapon
(DC)
Frightful
Presence
DC
Size
Str
Int
Wis Cha
Wyrmling
3d12+3 (22)
11
10
13
10
11
10
+3/-5
+5
+4
+3
+3
1d8 (12)
Very Young
6d12+6 (45)
13
10
13
12
13
12
+6/+3
+8
+6
+5
+6
2d8 (14)
Young
9d12+18 (76)
15
10
15
12
13
12
+9/+11
+11
+8
+6
+7
3d8 (16)
Juvenile
12d12+36 (114)
19
10
17
14
15
14
+12/+20
+15
+11
+8
+10
4d8 (19)
Young Adult
15d12+60 (157)
21
10
19
14
15
14
+15/+24
+19
+13
+9
+11
5d8 (21)
19
Adult
18d12+72 (189)
23
10
19
16
17
16
+18/+28
+23
+15
+11
+14
6d8 (23)
22
Mature Adult
21d12+105 (241)
27
10
21
16
17
16
+21/+37
+27
+17
+12
+15
7d8 (25)
23
Old
24d12+120 (276)
29
10
21
18
19
18
+24/+41
+31
+19
+14
+18
8d8 (27)
26
Very Old
27d12+162 (337)
31
10
23
18
19
18
+27/+45
+35
+21
+15
+19
9d8 (29)
27
Ancient
30d12+180 (375)
33
10
23
20
21
20
+30/+49
+39
+23
+17
+22
10d8 (31)
30
Wyrm
33d12+231 (445)
35
10
25
20
21
20
+33/+57
+41
+25
+18
+23
11d8 (33)
31
Great Wyrm
36d12+288 (522)
37
10
27
22
23
22
+36/+61
+45
+28
+20
+26
12d8 (36)
34
SR
Blink
Age
Speed
Init AC
Special Abilities
Wyrmling
Very Young
Young
1st
Juvenile
3rd
Young Adult
5th
18
Adult
7th
19
Mature Adult
DR 10/magic
9th
20
22
Old
11th
Very Old
DR 15/magic
13th
24
Ancient
15th
26
Wyrm
DR 20/magic
17th
27
Great Wyrm
19th
28
of amber. As the dragon matures the color deepens and yellow-green bands start to form on the dragons back.
Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a large oak or
similar tree, but they are not adverse to lair in natural caverns if such are available in their forested homes. Smaller
specimens have been known to lair in hollowed out trees.
They generally get along well with druids and fey, but
have a strong dislike for orcs. Some exceptional amber
dragons even gain levels in the druid class.
Amber dragons primarily eat woodland animals and
plants, being careful not to over-hunt any particular creature
in their habitat, a few amber dragons however, gain a taste
for the flesh of sentient beings, but these are few and fare
between.
Combat
Amber dragons prefer to use their cunning and trickery to
take down their foes, using their blink ability combined with
their breath weapon to gain the upper hand. If seriously
threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals fire
damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength check against
the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a save against the
breath weapon to avoid getting entangled.
Blink (Sp): A very young or older amber dragon can use this ability as
the spell once per day for each two age categories it is, thus an
adult amber dragon can use the ability three times per day. This is
as the spell cast by a sorcerer of the dragons age category or its
caster level whichever is higher. The range is personal.
Wild Shape (Su): A young adult or older amber dragon can wild
shape just as a druid of the same caster level, with the following
restriction: The amber dragon can only assume animal shapes of
tiny to huge size, and it can only choose one animal form for each
use of wild shape it possesses. It need not use each wild shape use
on a different animal. Thus a very old amber dragon could wild
shape up to four times per day and has access to four different
animal forms of tiny to huge size to choose from. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3
AMBER DRAGON
The dragon is sleek and sinuous its scales glistening in the moonlight. The dragons scales are reddish brown with darker
yellow-green bands along the dragons neck, back, and tail. The dragons head is thin and long, with two long horns point
backwards from its head, and a single long horn on its snout. A sticky red-brown substance drips from the creatures fangs.
The creature spreads its large wings, and then suddenly it fades from view.
AMBER DRAGON, WYRMLING
CR 2
Always neutral Tiny Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +6,
Spot +6
Languages Draconic
They generally get along well with druids and fey, but
have a strong dislike for orcs. Some exceptional amber
dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in
their native forests, often digging out a deep burrow beneath a large oak or similar tree, but they are not adverse
to lair in natural caverns if such are available in their forested homes. Smaller specimens have been known to lair
in hollowed out trees.
Amber dragons primarily eat woodland animals and
plants, being careful not to over-hunt any particular creature in their habitat, a few amber dragons however, gain a
taste for the flesh of sentient beings, but these are few and
fare between.
Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and soft, but they
quickly harden and take on the red-brown hue of amber.
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TACTICS
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Abilities Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Feats Improved Initiative, Multiattack
Skills Bluff +0, Climb +1, Concentration +3, Diplomacy +3, Escape
Artist +2, Intimidate +2, Jump +1, Knowledge (geography) +1,
Knowledge (local) +1, Knowledge (nature) +1, Listen +6, Search
+6, Sense Motive +1, Spot +6, Survival +1, Use Magic Device +2
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled. An entangled creature can make an opposed strength check against the breath weapons DC to break
free as a standard action. Creatures that are immune to fire
must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
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CR 3
Always neutral Small Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +10,
Spot +10
Languages Common, Draconic.
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TACTICS
---------------------------------------------------------------------------------------------------
Abilities Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 10
Skills Bluff +1, Climb +2, Concentration +4, Diplomacy +6, Disguise
+1, Escape Artist +3, Intimidate +4, Jump +2, Knowledge (geography) +2, Knowledge (local) +2, Knowledge (nature) +2, Listen
+10, Search +10, Sense Motive +3, Spot +10, Survival +5, Use Magic Device +4
Feats Awaken Spell Resistance, Improved Initiative, Multiattack
SQ blink
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Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage; those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability
as the spell once per day for each two age categories it is, thus
an adult amber dragon can use the ability three times per day.
This is as the spell cast by a sorcerer of the dragons age category or its caster level whichever is higher. The range is personal.
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CR 5
Always neutral Medium Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +13,
Spot +13
Languages Common, Draconic.
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---------------------------------------------------------------------------------------------------
TACTICS
Abilities Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Skills Bluff +1, Climb +3, Concentration +6, Diplomacy +8, Disguise
+1, Escape Artist +4, Intimidate +5, Jump +3, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (nature) +6, Listen
+13, Search +13, Sense Motive +4, Spot +13, Survival +6, Swim +2,
Use Magic Device +5
Feats Awaken Spell Resistance, Improved Init., Multi-attack, Rapid
Strike (claws)
SQ blink
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): This is as the spell cast by a 3rd level sorcerer.
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CR 8
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +17,
Spot +17
Languages Common, Draconic, Sylvan
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---------------------------------------------------------------------------------------------------
TACTICS
Juvenile amber dragons will always attack orcs, they prefer to use their cunning and trickery to take down their
foes, using their blink ability combined with their breath
weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using
hit and run tactics.
---------------------------------------------------------------------------------------------------
Abilities Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14
Skills Bluff +2, Climb +6, Concentration +10, Diplomacy +10, Disguise +2, Escape Artist +4, Gather Information +2, Intimidate +7,
Jump +5, Knowledge (arcana) +4, Knowledge (geography) +4,
Knowledge (local) +4, Knowledge (nature) +9, Listen +17, Search
+17, Sense Motive +6, Spot +17, Survival (aboveground) +9, Survival (underground) +7, Swim +4, Use Magic Device +8
Feats Awaken Spell Resistance, Improved Init., Improved Natural
Attack (claws), Multi-attack, Rapid Strike (claws)
SQ blink
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a
standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once
per day for each two age categories. The range is personal.
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CR 10
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +20,
Spot +20
Languages Common, Draconic, Sylvan
Aura Frightful Presence DC 19
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---------------------------------------------------------------------------------------------------
TACTICS
Abilities Str 21, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Skills Bluff +2, Climb +7, Concentration +14, Diplomacy +13, Disguise +2, Escape Artist +5, Gather Information +2, Intimidate +8,
Jump +6, Knowledge (arcana) +7, Knowledge (geography) +5,
Knowledge (local) +4, Knowledge (nature) +9, Listen +20, Search
+20, Sense Motive +6, Spellcraft +2, Spot +20, Survival (aboveground) +10, Survival (underground) +8, Swim +5, Use Magic Device +10
Feats Ability Focus (breath weapon), Awaken Spell Resistance,
Improved Init., Improved Natural Attack (claws), Multi-attack,
Rapid Strike (claws)
SQ blink, wild shape
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
CR 11
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +24,
Spot +24
Languages Common, Draconic, Elven, Sylvan
Aura Frightful Presence DC 22
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---------------------------------------------------------------------------------------------------
TACTICS
Abilities Str 23, Dex 10, Con19, Int 16, Wis 17, Cha 16
Feats Ability Focus (breath Weapon), Awaken Spell Resistance,
Improved Init., Improved Natural Attack (claws), Multi-attack,
Rapid Strike (claws), Wingover
Skills Bluff +3, Climb +8, Concentration +17, Diplomacy +17, Disguise +3, Escape Artist +6, Gather Information +3, Intimidate +10,
Jump +7, Knowledge (arcana) +11, Knowledge (geography) +7,
Knowledge (local) +7, Knowledge (nature) +10, Listen +24,
Search +24, Sense Motive +8, Spot +24, Survival (aboveground)
+11, Survival (underground) +9, Swim +6, Use Magic Device +13
SQ blink, wild shape
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
CR 12
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27,
Spot +27
Languages Common, Draconic, Elven, Sylvan
Aura Frightful Presence DC 23
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---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------------------------------------
Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Skills Bluff +3, Climb +10, Concentration +21, Diplomacy +20, Disguise +3, Escape Artist +7, Gather Information +5, Intimidate +12,
Jump +9, Knowledge (arcana) +14, Knowledge (geography) +7,
Knowledge (local) +8, Knowledge (nature) +10, Listen +27,
Search +27, Spellcraft +9, Spot +27, Survival (aboveground) +11,
Survival (underground) +9, Use Magic Device +14
Feats Ability Focus (breath Weapon), Awaken Spell Resistance,
Flyby Attack, Improved Init., Improved Natural Attack (claws),
Multi-attack, Rapid Strike (claws), Wingover
SQ blink, wild shape
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
10
CR 14
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +31,
Spot +31
Languages Common, Draconic, Elven, Orc, Sylvan
Aura Frightful Presence DC 26
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once
per day for each two age categories. This is as the spell cast by
a sorcerer of the dragons age category or its caster level
whichever is higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of
the same caster level, with the following restriction: The amber
dragon can only assume animal shapes of tiny to huge size, and
it can only choose one animal form for each use of wild shape it
possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four
times per day and has access to four different animal forms of
tiny to huge size to choose from. If the dragon later gains the
wild shape ability from class levels, the uses per day stack and it
uses the limitations of its innate ability or the class, whichever is
better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
TACTICS
Abilities Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18
Skills Bluff +4, Climb* +11, Concentration +24, Diplomacy +24, Disguise +4, Escape Artist* +8, Gather Information +6, Intimidate
+13, Jump* +11, Knowledge (arcana) +18, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (nature) +11, Listen
+31, Search +31, Sense Motive +11, Spellcraft +12, Spot +31, Survival (aboveground) +14, Survival (aboveground avoid getting
lost, hazards) +16, Survival (underground) +12, Swim* +9, Use
Magic Device +17
Feats Ability Focus (breath Weapon), Awaken Spell Resistance,
Flyby Attack, Hover, Improved Init., Improved Natural Attack
(claws), Multi-attack, Rapid Strike (claws), Wingover
SQ blink, wild shape
---------------------------------------------------------------------------------------------------
11
CR 16
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +34,
Spot +34
Languages Common, Draconic, Elven, Orc, Sylvan
Aura Frightful Presence DC 27
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once
per day for each two age categories. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of
the same caster level, with the following restriction: The amber
dragon can only assume animal shapes of tiny to huge size, and
it can only choose one animal form for each use of wild shape it
possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four
times per day and has access to four different animal forms of
tiny to huge size to choose from. If the dragon later gains the
wild shape ability from class levels, the uses per day stack and it
uses the limitations of its innate ability or the class, whichever is
better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
TACTICS
Abilities Str 31, Dex 10, Con 23, Int 18, Wis 18, Cha 19
Skills Bluff +4, Climb +12, Concentration +28, Diplomacy +27, Disguise +4, Escape Artist +9, Gather Information +6, Intimidate +15,
Jump +12, Knowledge (arcana) +21, Knowledge (geography)
+9, Knowledge (local) +10, Knowledge (nature) +12, Listen +34,
Search +34, Sense Motive +11, Spellcraft +15, Spot +34, Survival
(aboveground) +15, Survival (aboveground avoid getting lost,
hazards) +17, Survival (underground) +13, Swim +10, Use Magic
Device +20
Feats Ability Focus (breath Weapon), Awaken Spell Resistance,
Flyby Attack, Hover, Improved Init., Improved Multi-attack, Improved Natural Attack (claws), Multi-attack, Rapid Strike (claws),
Wingover,
SQ blink, wild shape
12
CR 18
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +21,
Spot +23
Languages Common, Draconic, Elven, Orc, Sylvan, Terran
Aura Frightful Presence DC 30
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once
per day for each two age categories. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of
the same caster level, with the following restriction: The amber
dragon can only assume animal shapes of tiny to huge size, and
it can only choose one animal form for each use of wild shape it
possesses. It need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
TACTICS
Anicient Amber dragons will always attack orcs, they prefer to use their cunning and trickery to take down their
foes, using their blink ability combined with their breath
weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using
hit and run tactics.
---------------------------------------------------------------------------------------------------
Abilities Str 33, Dex 10, Con 23, Int 20, Wis 21, Cha 20
SQ blink, wild shape
Skills Bluff +5, Climb +13, Concentration +31, Diplomacy +31, Disguise +5, Escape Artist +12, Gather Information +7, Intimidate
+16, Jump +13, Knowledge (arcana) +25, Knowledge (geography) +10, Knowledge (local) +12, Knowledge (nature) +14, Listen
+38, Search +38, Sense Motive +15, Spellcraft +19, Spot +38, Survival (aboveground) +17, Survival (aboveground avoid getting
lost, hazards) +19, Survival (underground) +15, Swim +11, Use
Magic Device +22
13
CR 19
Always neutral Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +43,
Spot +43
Languages Common, Draconic, Elven, Orc, Sylvan, Terran
Aura Frightful Presence DC 31
Feats Ability Focus (breath Weapon), Alertness, Awaken Spell Resistance, Flyby Attack, Hover, Improved Init., Improved Multiattack, Improved Natural Attack (claws), Improved Speed (fly
+20 ft.), Multi-attack, Rapid Strike (claws), Wingover
SQ blink, wild shape
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---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once
per day for each two age categories. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of
the same caster level, with the following restriction: The amber
dragon can only assume animal shapes of tiny to huge size, and
it can only choose one animal form for each use of wild shape it
possesses. It need not use each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four
times per day and has access to four different animal forms of
tiny to huge size to choose from. If the dragon later gains the
wild shape ability from class levels, the uses per day stack and it
uses the limitations of its innate ability or the class, whichever is
better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
TACTICS
Abilities Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20
Skills Bluff +5, Climb +14, Concentration +34, Diplomacy +33, Disguise +5, Escape Artist +14, Gather Information +7, Intimidate
+18, Jump +14, Knowledge (arcana) +28, Knowledge (geography) +12, Knowledge (local) +14, Knowledge (nature) +16, Listen
+43, Search +41, Sense Motive +17, Spellcraft +21, Spot +43, Survival (aboveground) +18, Survival (aboveground avoid getting
lost, hazards) +20, Survival (underground) +16, Swim +12, Use
Magic Device +24, Use Magic Device (scrolls) +26
14
CR 20
Always neutral Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27,
Spot +30
Languages Common, Draconic, Elven, Giant, Orc, Sylvan, Terran
Aura Frightful Presence DC 34
Attack (claws), Improved Speed (fly +20 ft.), Flyby Attack, Hover,
Multi-attack, Rapid Strike (claws), Thick Skinned, Wingover,
SQ blink, wild shape
---------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed strength
check against the breath weapons DC to break free as a standard action. Creatures that are immune to fire must still make a
save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability
as the spell once per day for each two age categories it is, thus
an adult amber dragon can use the ability three times per day.
This is as the spell cast by a sorcerer of the dragons age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A young adult or older amber dragon can wild
shape just as a druid of the same caster level, with the following
restriction: The amber dragon can only assume animal shapes of
tiny to huge size, and it can only choose one animal form for
each use of wild shape it possesses. It need not use each wild
shape use on a different animal. Thus a very old amber dragon
could wild shape up to four times per day and has access to four
different animal forms of tiny to huge size to choose from. If the
dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate ability or
the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------
TACTICS
Abilities Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Skills Bluff +6, Climb +15, Concentration +37, Diplomacy +37, Disguise +6, Escape Artist +15, Gather Information +8, Intimidate
+20, Jump +16, Knowledge (arcana) +32, Knowledge (geography) +14, Knowledge (history) +7, Knowledge (local) +15,
Knowledge (nature) +17, Listen +47, Search +45, Sense Motive
+21, Spellcraft +25, Spot +47, Survival (aboveground) +22, Survival (aboveground avoid getting lost, hazards) +24, Survival (underground) +20, Swim +13, Use Magic Device +28, Use Magic
Device (scrolls) +30
Feats Ability Focus (breath Weapon), Alertness, Awaken Spell Resistance, Improved Init., Improved Multi-attack, Improved Natural
15
Rebma's story.
When Rebma was a hatchling (under a year old) her parents and her other hatchlings were all killed by a massive
army of goblinoids, worgs, and orcs under the command of Ktaesab, a giant hobgoblin*? She was able to escape
into the deepest forest because her parents stood their ground, to give her and her other hatchlings time to escape.
She was the only one that did.
Rebma fled into woods until she was exsusted. The next day when she woke other woodland creatures, that had
fled the goblinoid army, surrounded her. A kindly old druidic treant took her under his branch and trained her to
be a druid, so she could help defend the forest.
She hates goblinoids, worgs, orcs, and any that associate with them. If she discovers that a party member is a
half-orc she hates the party also.
*Ktaeab is half ogre mage half green dragon, using his polymorph self change shape ability to look like a large/
giant (10 ft. tall) hobgoblin.
16
REBMA CR 4
Female Amber Dragon, Advanced Wyrmling, Druid 1
Neutral Tiny Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +6,
Spot +9
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her forest to see if
they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion to spy. She will plan attacks against orces
and goblinoids no mater what.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her breath weapon to gain the upper hand. If the
foe is to strong for her to confront she will sabotage their camp by
letting their animals go at night, spoiling there stored clothing, food,
and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +5; Grp -3
Feats Improved Init., Multiattack, Wingover
Skills Balance +0, Bluff +0, Climb +0, Concentration +9, Diplomacy
+2, Disguise +0, Escape Artist +1, Escape Artist (Rope bonds) +1,
Gather Information +0, Handle Animal +0, Heal +0, Hide +0, Intimidate +1, Jump +0, Knowledge (geography) +3, Knowledge
(local) +3, Knowledge (nature) +7, Listen +6, Move Silently* +0,
Profession (herbalist) +0, Search +6, Search (secret doors ect) +6,
Sense Motive +3, Spellcraft +1, Spot +9, Survival +5, Survival
(aboveground) +7, Survival (tracking aboveground) +7, Survival
(aboveground avoid getting lost, hazards) +7, Survival (underground) +5, Survival (underground avoid getting lost, hazards)
+5, Survival (tracking) +5, Swim +0, Use Magic Device +1
Languages Draconic, Druidic.
SQ Animal companion, nature sense, wild empathy
----------------------------------------------------------------------------------------------------
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs.
Environment: Rebma dwells in a hollowed out old oak
tree. Rebma eats woodland animals and plants, being
careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 2 1/2 feet
long, with light brown-reddish scales, a thin, long head
with two long horns pointing back, and a single horn on
her snout.
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 1d4 rounds. An entangled creature can
make an opposed strength check against the breath weapons
DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon
to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
17
REBMA
CR 6
Female Amber Dragon, Advanced Very Young, Druid 2
N Small Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +7,
Spot +13
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if
the attacker can see Invisible or can target Ethereal creatures, no
chance of missing if the opponent can do both). Note that Feat: BlindFight does not apply when fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid
per 5 (taking 1d6 damage per 5 if becomes solid & is shunted to the
closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack
damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of
loosing the attack or spell.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +3; Senses lowlight vision; Listen +2, Spot +14; AC 17, touch 15, flat-footed 14 (+2 size, +3
Dex, +2 natural); hp 4 (1 HD); Fort +2, Ref +5, Will +2; Spd 10 ft., fly 60 ft.
(average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+0; Grp 10; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Feats Weapon Finesse; Skills Listen +2, Spot +14; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or
push it as a move action, even if she doesnt have any ranks in the
Handle Animal skill. The druid gains a +4 circumstance bonus on all wild
empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell (but not
any spell-like ability) she casts upon herself also affect her animal
companion. The animal companion must be within 5 feet of her at the
time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion
if the companion moves farther than 5 feet away and will not affect
the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of You on her
animal companion (as a touch range spell) instead of on herself. A
druid and her animal companion can share spells even if the spells
normally do not affect creatures of the companions type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and
Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability
functions just like a Diplomacy check made to improve the attitude of a
person. The druid rolls 1d20 and adds her druid level and her Charisma
modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while
wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study
each other, which means that they must be within 30 feet of one another
under normal conditions. Generally, influencing an animal in this way
takes 1 minute but, as with influencing people, it might take more or less
time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a 4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any
sort of undergrowth (such as natural thorns, briars, overgrown areas, and
similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas
that have been magically manipulated to impede motion still affect her.
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion to spy. She will plan attacks against orcs
and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 10
Base Atk +9; Grp +6
Skills Bluff +1, Climb* +1, Concentration +13, Diplomacy +6, Escape
Artist* +2, Gather Information +1, Handle Animal +2, Intimidate
+3, Jump* +1, Knowledge (geography) +4, Knowledge (local)
+4, Knowledge (nature) +12, Knowledge (religion) +4, Listen +7,
Profession (herbalist) +2, Search +8, Sense Motive +4, Spellcraft
+3, Spot +13, Survival +6, Survival (aboveground) +8, Survival
(tracking aboveground) +8, Survival (aboveground avoid getting lost, hazards) +8, Survival (underground) +6, Swim* +1,
Feats Flyby Attack, Improved Initiative, Multi-attack, Wingover
Languages Draconic. Druidic, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a
cone of superheated and very sticky sap that deals fire damage, those
that fail their save against the breath weapon are entangled for 2d4
rounds. An entangled creature can make an opposed strength check
against the breath weapons DC to break free as a standard action.
Creatures that are immune to fire must still make a save against the
breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet.
Opponents the dragon cant actually see still have total concealment
against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy
illumination and twice as well in normal light. It also has darkvision out to
120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
Rebma gets along well with druids and fey, but has a strong
dislike for gobliniods and orcs. She will make compacts with
any non-evil neutral and any good aligned creatures for defense
of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large hollowed out old oak
tree. Rebma eats woodland animals and plants, being careful
not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 4 feet long, with
light reddish-brown scales, a thin, long head with two long
backward pointing horns, and a single horn on her snout.
18
REBMA CR 8
Amber Dragon, Advanced Young, Druid 3
N Medium Advanced Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +8,
Spot +17
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion to spy. She will plan attacks against orces
and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to
strong for her to confront she will sabotage their camp by letting their
animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Base Atk +13; Grp +15
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting
Skills Bluff +1, Climb* +2, Concentration +15, Diplomacy +10, Escape Artist* +2, Gather Information +3, Hide +0, Intimidate +6,
Jump* +2, Knowledge (geography) +4, Knowledge (local) +7,
Knowledge (nature) +16, Knowledge (religion) +4, Listen +8, Profession (herbalist) +4, Search +8, Sense Motive +4, Spot +17, Survival +9, Survival (aboveground) +11, Survival (tracking aboveground) +11, Survival (aboveground avoid getting lost, hazards)
+11, Survival (underground) +9
Languages Draconic. Druidic, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step
----------------------------------------------------------------------------------------------------
Rebma gets along well with druids and fey, but has a strong
dislike for gobliniods and orcs. She will make compacts with
any non-evil neutral and any good aligned creatures for defense
of the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath
a large oak tree. Rebma eats woodland animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 8 ft. long, with
light reddish-brown scales, a thin, long head with two long
backward pointing horns, and a single horn on her snout.
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a
cone of superheated and very sticky sap that deals fire damage, those
that fail their save against the breath weapon are entangled for 3d4
rounds. An entangled creature can make an opposed strength check
against the breath weapons DC to break free as a standard action.
Creatures that are immune to fire must still make a save against the
breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet.
Opponents the dragon cant actually see still have total concealment
against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy
illumination and twice as well in normal light. It also has darkvision out to
120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
19
REBMA CR 13
Amber Dragon, Advanced Juvenile, Druid 4
N Large Advanced Amber Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +12,
Spot +22
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see if
they are forest friendly (i.e. Use dead wood for fires etc.). She will use
her animal companion to spy. She will plan attacks against orces and
goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath weapon
and spell ability to gain the upper hand. If the foe is to strong for her to
confront she will sabotage their camp by letting their animals go at
night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop harassing foes.
----------------------------------------------------------------------------------------------------
Str 19, Dex 10, Con 17, Int 14, Wis 16, Cha 14
Base Atk +17; Grp +25
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting,
Leadership
(Cohort:
Grig;
Follwers:
6-1st
Lvl
Elves/Gnomes/Halflings), Improved Multiattack
Skills Bluff +2, Climb* +4, Concentration +21, Diplomacy +14, Escape
Artist* +3, Gather Information +4, Handle Animal +3, Hide +0, Intimidate +8, Jump* +4, Knowledge (arcana) +7, Knowledge (geography) +4, Knowledge (local) +7, Knowledge (nature) +17,
Knowledge (religion) +7, Listen +12, Profession (herbalist) +4, Search
+12, Sense Motive +7, Spellcraft +8, Spot +22, Survival +12, Survival
(aboveground) +14, Survival (tracking aboveground) +14, Survival
(aboveground avoid getting lost, hazards) +14, Survival (underground) +12, Swim* +6.
Languages Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland
Stride, Trackless Step
----------------------------------------------------------------------------------------------------
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs. She will make compacts with any
non-evil neutral and any good aligned creatures for defense of the
forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a
large oak tree. Rebma eats woodland animals and plants, being
careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 10 ft. long, with
reddish-brown scales, a thin, long head with two long backward
pointing horns, and a single horn on her snout.
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a
cone of superheated and very sticky sap that deals fire damage, those that
fail their save against the breath weapon are entangled for 4d4 rounds. An
entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid
getting entangled.
20
REBMA CR 15
Female Amber Dragon, Advanced Young Adult, Druid 5
True Dragon Druid 5
N Large Advanced Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +15,
Spot +24
Aura Frightful Presence (150 ft. Radius) DC 19
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath
weapon are entangled for 4d4 rounds. An entangled creature
can make an opposed strength check against the breath
weapons DC to break free as a standard action. Creatures that
are immune to fire must still make a save against the breath
weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8;
Senses low-light vision; Listen +3, Spot +15; AC 20, touch 16, flatfooted 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref
+7, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d42); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +2; Grp 8; Str 7, Dex 18,
Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB,
Weapon Finesse; Skills Listen +3, Spot +15; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
her animal companion. The animal companion must be within
5 feet of her at the time of casting to receive the benefit. If
the spell or effect has a duration other than instantaneous, it
stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of
You on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can
share spells even if the spells normally do not affect creatures
of the companions type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal.
This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orces and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 21, Dex 10, Con 19, Int 14, Wis 16, Cha 14
Base Atk +20; Grp +29
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership (Cohort: Grig; Follwers: 8-1st Lvl Elves,
Gnomes or Halflings), Natural Spell, Improved Multiattack
Skills Bluff +2, Climb* +6, Concentration +25, Diplomacy +18, Escape Artist* +4, Gather Information +4, Handle Animal +4, Heal
+4, Hide +0, Intimidate +9, Jump* +6, Knowledge (arcana) +9,
Knowledge geography) +6, Knowledge (history) +7, Knowledge
(local) +9, Knowledge (nature) +23, Knowledge (religion) +8, Listen +15, Profession (herbalist) +6, Search +13, Sense Motive +9,
Spellcraft +10, Spot +24, Survival +15, Survival (aboveground)
+17, Survival (tracking aboveground) +17, Survival (aboveground avoid getting lost, hazards) +17, Survival (underground)
+15, Swim* +7, Use Magic Device +8
Languages Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape
21
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 13 ft.
long, with light amber scales, a thin, long head with two
long backward pointing horns, and a single horn on her
snout.
----------------------------------------------------------------------------------------------------
22
REBMA CR 17
Female Amber Dragon, Advanced Adult, Druid 6
N Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +18,
Spot +28
Aura Frightful Presence DC 22
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath
weapon are entangled for 6d4 rounds. An entangled creature
can make an opposed strength check against the breath
weapons DC to break free as a standard action. Creatures that
are immune to fire must still make a save against the breath
weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8;
Senses low-light vision; Listen +4, Spot +16; AC 22, touch 16, flatfooted 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref
+8, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d41); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +3; Grp 8; Str 8, Dex 19,
Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB,
Weapon Finesse; Skills Listen +4, Spot +16; SQ Link, share spells,
Devotion
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
her animal companion. The animal companion must be within
5 feet of her at the time of casting to receive the benefit. If
the spell or effect has a duration other than instantaneous, it
stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of
You on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can
share spells even if the spells normally do not affect creatures
of the companions type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus
on Will saves against enchantment spells and effects.
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orces and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 23, Dex 10, Con19, Int 16, Wis 18, Cha 16
Base Atk +24; Grp +34
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership, Natural Spell, Improved Multiattack, Ability
Focus (Breath Weapon)
Skills Bluff +3, Climb +8, Concentration +27, Diplomacy +22, Escape Artist +6, Gather Information +5, Handle Animal +5, Heal
+5, Hide +0, Intimidate +11, Jump* +7, Knowledge (arcana) +12,
Knowledge geography) +8, Knowledge (history) +9, Knowledge
(local) +11, Knowledge (nature) +26, Listen +18, Profession
(herbalist) +7, Search +15, Sense Motive +11, Spellcraft +14, Spot
+28, Survival +19, Survival (aboveground) +21, Survival (tracking
aboveground) +21, Survival (aboveground avoid getting lost,
hazards) +23, Survival (underground) +19, Swim +9, Use Magic
Device +11
Languages Common, Draconic. Druidic, Elven, Sylvan.
23
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal.
This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her
druid level and her Charisma modifier to determine the wild
empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able
to study each other, which means that they must be within 30
feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast
with an Intelligence score of 1 or 2, but she takes a 4 penalty
on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move
through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at her normal speed and
without taking damage or suffering any other impairment. How-
ever, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Natures Lure (Ex): Starting at 4th level, a druid gains a +4
bonus on saving throws against the spell-like abilities of fey.
----------------------------------------------------------------------------------------------------
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 16 ft.
long, with amber scales, a thin, long head with two long
backward pointing horns, and a single horn on her snout.
24
REBMA CR 20
Female Amber Dragon, Advanced Mature Adult, Druid 8
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +23,
Spot +33
Aura Frightful Presence DC 23
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath
weapon are entangled for 6d4 rounds. An entangled creature
can make an opposed strength check against the breath
weapons DC to break free as a standard action. Creatures that
are immune to fire must still make a save against the breath
weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 3 + Amber Dragon 3) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8;
Senses low-light vision; Listen +4, Spot +16; AC 22, touch 16, flatfooted 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref
+8, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d41); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +3; Grp 8; Str 8, Dex 19,
Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB,
Weapon Finesse; Skills Listen +4, Spot +16; SQ Link, share spells,
Devotion
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
her animal companion. The animal companion must be within
5 feet of her at the time of casting to receive the benefit. If
the spell or effect has duration other than instantaneous, it
stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of
You on her animal companion (as a touch range spell) in-
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 27, Dex 10, Con 21, Int 16, Wis 19, Cha 16
Base Atk +29; Grp +45
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership, Natural Spell, Improved Multiattask, Ability
Focus (Breath Weapon), Alertness, Power Attack,
Skills Bluff +3, Climb +10, Concentration +30, Diplomacy +26, Escape Artist +7, Gather Information +5, Handle Animal +5, Heal
+5, Hide +0, Intimidate +12, Jump* +9, Knowledge (arcana) +14,
Knowledge (geography) +10, Knowledge (history) +11,
Knowledge (local) +13, Knowledge (nature) +30, Knowledge (religion) +13, Listen +23, Profession (herbalist) +7, Search +16,
25
ever, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Natures Lure (Ex): Starting at 4th level, a druid gains a +4
bonus on saving throws against the spell-like abilities of fey.
----------------------------------------------------------------------------------------------------
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 20 ft. long.
Her scales are amber colored with light yellow-green
bands, her head is long and thin with two long backward
pointing horns, and a single horn on her snout.
26
REBMA CR 24
Female Amber Dragon, Advanced Old, Druid 10
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +28,
Spot +37
Aura Frightful Presence DC 26
+7, Hide +0, Intimidate +15, Jump +11, Knowledge (arcana) +17,
Knowledge (geography) +12, Knowledge (history) +13,
Knowledge (local) +15, Knowledge (nature) +34, Knowledge (religion) +15, Listen +28, Profession (herbalist) +10, Search +19,
Sense Motive +14, Spellcraft +22, Spot +37, Survival +26, Survival
(aboveground) +28, Survival (tracking aboveground) +28, Survival (aboveground avoid getting lost, hazards) +30, Survival
(underground) +28, Swim +16, Use Magic Device +15
Languages Common, Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape, Venom immunity
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can
make an opposed strength check against the breath weapons
DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon
to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 34+ Amber Dragon 4) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9;
Senses low-light vision; Listen +4, Spot +18; AC 25, touch 17, flatfooted 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref
+10, Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6
(1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +5; Grp 6; Str 9,
Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init.,
EvasionB, Flyby Attack, MultiattackB, Weapon Finesse; Skills Listen
+4, Spot +18; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
her animal companion. The animal companion must be within
5 feet of her at the time of casting to receive the benefit. If
the spell or effect has duration other than instantaneous, it
stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 29, Dex 10, Con 21, Int 18, Wis 21, Cha 18
Base Atk +33; Grp +50
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership, Natural Spell, Improved Multiattask, Ability
Focus (Breath Weapon), Alertness, Power Attack, Cleave
Skills Bluff +4, Climb +11, Concentration +34, Diplomacy +30, Escape Artist +8, Gather Information +6, Handle Animal +7, Heal
27
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 24 ft.
long. Her scales are amber colored with yellow-green
bands, her head is long and thin with two long backward
pointing horns, and a single horn on her snout.
28
REBMA CR 28
Amber Dragon, Advance Very Old, Druid 12
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +32,
Spot +41
Aura Frightful Presence DC 27
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage, those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can
make an opposed strength check against the breath weapons
DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon
to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 4+ Amber Dragon 4) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon. A druid at 12th can assume
plant form.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9;
Senses low-light vision; Listen +4, Spot +18; AC 25, touch 17, flatfooted 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref
+10, Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6
(1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +5; Grp 6; Str 9,
Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init.,
EvasionB, Flyby Attack, MultiattackB, Weapon Finesse; Skills Listen
+4, Spot +18; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
Str 31, Dex 10, Con 23, Int 18, Wis 22, Cha 19
Base Atk +38; Grp +56
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership, Natural Spell, Improved Multiattask, Ability
29
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 28 ft.
long. Her scales are dark amber colored with yellow-green
bands, her head is long and thin with two long backward
pointing horns, and a single horn on her snout.
30
REBMA CR 32
Amber Dragon, Advanced Ancient, Druid 14
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +37,
Spot +45
Aura Frightful Presence DC 30
Str 33, Dex 10, Con 23, Int 20, Wis 24, Cha 20
Base Atk +42; Grp +61
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership (), Natural Spell, Improved Multiattask, Ability
Focus (Breath Weapon), Alertness, Power Attack, Cleave,
Rapidstrike claws), Spell Penetration, Blind-Fight, Combat Expertise
Skills Bluff +5, Climb +15, Concentration +42, Diplomacy +36, Escape Artist +10, Gather Information +7, Handle Animal +11, Heal
+9, Hide +0, Intimidate +18, Jump +13, Knowledge (arcana) +23,
Knowledge (geography) +16, Knowledge (history) +17,
Knowledge (local) +19, Knowledge (nature) +42, Knowledge (religion) +20, Listen +37, Profession (herbalist) +12, Search +23,
Sense Motive +19, Spellcraft +30, Spot +45, Survival +34, Survival
(aboveground) +36, Survival (tracking aboveground) +36, Survival (aboveground avoid getting lost, hazards) +38, Survival
(underground) +36, Swim* +24, Use Magic Device +19
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape, Venom immunity, A Thousand Faces
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage; those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can
make an opposed strength check against the breath weapons
DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon
to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon. A druid at 12th can assume
plant form.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9;
Senses low-light vision; Listen +4, Spot +18; AC 25, touch 17, flatfooted 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref
+10, Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6
(1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +5; Grp 6; Str 9,
Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init.,
EvasionB, Flyby Attack, MultiattackB, Weapon Finesse; Skills Listen
+4, Spot +18; SQ Link, share spells, Devotion
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
31
encing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast
with an Intelligence score of 1 or 2, but she takes a 4 penalty
on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move
through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at her normal speed and
without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Natures Lure (Ex): Starting at 4th level, a druid gains a +4
bonus on saving throws against the spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all
poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to
change her appearance at will, as if using the alter self spell, but
only while in her normal form.
----------------------------------------------------------------------------------------------------
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 32 ft.
long. Her scales are dark amber colored with dark yellowgreen bands, her head is long and thin with two long
backward pointing horns, and a single horn on her snout.
32
REBMA CR 35
Amber Dragon, Advanced Wyrm, Druid 16
N Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +40,
Spot +49
Aura Frightful Presence DC 31
Str 35, Dex 10, Con 25, Int 20, Wis 25, Cha 20
Base Atk +47; Grp +71
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership, Natural Spell, Improved Multiattask, Ability
Focus (Breath Weapon), Alertness, Power Attack, Cleave,
Rapidstrike (claws), Spell Penetration, Blind-Fight, Combat Expertise, Rapidstrike (wings), Weapon Focus (claws)
Skills Bluff +5, Climb +16, Concentraion +48, Diplomacy +40, Escape Artist +12, Gather Information +7, Handle Animal +13, Heal
+9, Hide +0, Intimidate +20, Jump +14, Knowledge (arcana) +25,
Knowledge (geography) +18, Knowledge (history) +19,
Knowledge (local) +21, Knowledge (nature) +46, Knowledge (religion) +22, Listen +40, Profession (herbalist) +11, Search +24,
Sense Motive +20, Sense Motive +20, Spot +49, Survival +38, Survival (aboveground) +40, Survival (tracking aboveground) +40,
Survival (aboveground avoid getting lost, hazards) +42, Survival
(underground) +40, Swim +28, Use Magic Device +20
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape, Venom immunity, A Thousand Faces
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage; those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can
make an opposed strength check against the breath weapons
DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon
to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon. A druid at 12th lvl can assume
plant form. At 16th lvl can assume elemental form 1/day.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10;
Senses low-light vision; Listen +4, Spot +22; AC 30, touch 18, flatfooted 24 (+2 size, +6 Dex, +12 natural); hp 44 (11 HD); Fort +7,
Ref +13, Will +5; Spd 10 ft., fly 60 ft. (average); Melee Talons
+14/+9/+4 (1d4); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +7; Grp
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
33
+2; Str 11, Dex 22, Con 10, Int 2, Wis 14, Cha 6; Feats Improved
EvasionB, Improved Init., EvasionB, Flyby Attack, MultiattackB,
Weapon Finesse, Wingover; Skills Listen +4, Spot +22; SQ Link,
share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
her animal companion. The animal companion must be within
5 feet of her at the time of casting to receive the benefit. If
the spell or effect has duration other than instantaneous, it
stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of
You on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can
share spells even if the spells normally do not affect creatures
of the companions type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus
on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus
feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or
more natural attacks, the animal companion instead gains a
second attack with its primary natural weapon, albeit at a 5
penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal.
This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her
druid level and her Charisma modifier to determine the wild
empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able
to study each other, which means that they must be within 30
feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 34 ft.
long. Her scales are dark, dark amber colored with dark
yellow-green bands, her head is long and thin with two
long backward pointing horns, and a single horn on her
snout.
34
REBMA CR 38
Amber Dragon, Advanced Great Wyrm, Druid 18
N Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +46,
Spot +56
Aura Frightful Presence DC 34
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Str 37, Dex 10, Con 27, Int 22, Wis 27, Cha 22
Base Atk +51; Grp +76
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership, Natural Spell, Improved Multiattask, Ability
Focus (Breath Weapon), Alertness, Power Attack, Cleave,
Rapidstrike (claws), Spell Penetration, Blind-Fight, Combat Expertise, Rapidstrike (wings), Weapon Focus (claws), Hover
Skills Bluff +6, Climb* +17, Concentration +52, Diplomacy +44, Escape Artist* +13, Gather Information +8, Handle Animal +16,
Heal +13, Hide +0, Intimidate +22, Jump* +15, Knowledge (arcana) +27, Knowledge (geography) +20, Knowledge (history) +22,
Knowledge (local) +25, Knowledge (nature) +52, Knowledge (religion) +23, Listen +46, Profession (herbalist) +14, Search +27,
Sense Motive +24, Spellcraft +39, Spot +56, Survival +45, Survival
(aboveground) +47, Survival (tracking aboveground) +47, Survival (aboveground avoid getting lost, hazards) +49, Survival
(underground) +47, Swim* +33, Use Magic Device +23
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape, Venom immunity, A Thousand Faces
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage; those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can
make an opposed strength check against the breath weapons
DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon
to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
35
whichever is better for the dragon. A druid at 12th lvl can assume
plant form. At 18th lvl can assume elemental form 2/day.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10;
Senses low-light vision; Listen +6, Spot +22; AC 32, touch 18, flatfooted 26 (+2 size, +6 Dex, +14 natural); hp 52 (13 HD); Fort +8,
Ref +14, Will +6; Spd 10 ft., fly 60 ft. (average); Melee Talons +5
(1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +9; Grp 10; Str 12,
Dex 23, Con 10, Int 2, Wis 14, Cha 6; Feats Improved EvasionB,
Improved Init., EvasionB, Flyby Attack, MultiattackB, Weapon Finesse, Wingover; Skills Listen +6, Spot +22; SQ Link, share spells,
Devotion
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
her animal companion. The animal companion must be within
5 feet of her at the time of casting to receive the benefit. If
the spell or effect has duration other than instantaneous, it
stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of
You on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can
share spells even if the spells normally do not affect creatures
of the companions type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus
on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus
feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or
more natural attacks, the animal companion instead gains a
second attack with its primary natural weapon, albeit at a 5
penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal.
This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her
druid level and her Charisma modifier to determine the wild
empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able
to study each other, which means that they must be within 30
feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast
with an Intelligence score of 1 or 2, but she takes a 4 penalty
on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move
through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at her normal speed and
without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Natures Lure (Ex): Starting at 4th level, a druid gains a +4
bonus on saving throws against the spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all
poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to
change her appearance at will, as if using the alter self spell, but
only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer
takes ability score penalties for aging and cannot be magically
aged. Any penalties she may have already incurred, however,
remain in place.
Bonuses still accrue, and the druid still dies of old age when
her time is up.
----------------------------------------------------------------------------------------------------
Rebma gets along well with druids and fey, but has a
strong dislike for gobliniods and orcs. She will make
compacts with any non-evil neutral and any good aligned
creatures for defense of the forest, especially against
goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow
beneath a large oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular
creature in their habitat.
Typical Physical Characteristics: Rebma is 38 ft.
long. Her scales are dark, dark amber colored with dark
yellow-green bands, her head is long and thin with two
long backward pointing horns, and a single horn on her
snout.
36
REBMA CR 40
Amber Dragon, Advanced Great Wyrm, Druid 20
N Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +49,
Spot +60
Aura Frightful Presence DC 34
use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take
down her foes, using her blink ability combined with her breath
weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to
come back later and using hit and run tactics. She will never stop
harassing foes.
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Str 37, Dex 10, Con 27, Int 22, Wis 28, Cha 22
Base Atk +56; Grp +81
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat
Casting, Leadership, Natural Spell, Improved Multiattask, Ability
Focus (Breath Weapon), Alertness, Power Attack, Cleave,
Rapidstrike (claws), Spell Penetration, Blind-Fight, Combat Expertise, Rapidstrike (wings), Weapon Focus (claws), Hover, Snatch,
Improved Maneuverability
Skills Bluff +6, Climb +17, Concentration +55, Diplomacy +47, Escape Artist +13, Gather Information +8, Handle Animal +18, Heal
+16, Hide +0, Intimidate +22, Jump +15, Knowledge (arcana)
+28, Knowledge (geography) +20, Knowledge (history) +22,
Knowledge (local) +26, Knowledge (nature) +55, Knowledge (religion) +24, Listen +49, Profession (herbalist) +15, Search +28,
Sense Motive +25, Spellcraft +42, Spot +60, Survival +49, Survival
(aboveground) +51, Survival (tracking aboveground) +51, Survival (aboveground avoid getting lost, hazards) +53, Survival
(underground) +51, Swim +35, Use Magic Device +24
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild Shape, Venom immunity, A Thousand Faces
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath
weapon, a cone of superheated and very sticky sap that deals
fire damage; those that fail their save against the breath weapon are entangled for 6d4 rounds. An entangled creature can
make an opposed strength check against the breath weapons
DC to break free as a standard action. Creatures that are immune to fire must still make a save against the breath weapon
to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance
of 60 feet. Opponents the dragon cant actually see still have
total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in
shadowy illumination and twice as well in normal light. It also has
darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The
caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being
lost (20% if the attacker can see Invisible or can target Ethereal creatures, no chance of missing if the opponent can do
both). Note that Feat: Blind-Fight does not apply when
fighting a blinking opponent;
c) takes damage from area-of-effect attacks & falling;
d) can only move of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5 (taking 1d6 damage per 5 if becomes solid &
is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak
attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20%
chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can
wild shape just as a druid of the same caster level, with the following restriction: The amber dragon can only assume animal
shapes of tiny to huge size, and it can only choose one animal
form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. If the dragon later
gains the wild shape ability from class levels, the uses per day
stack and it uses the limitations of its innate ability or the class,
----------------------------------------------------------------------------------------------------
TACTICS
Before Combat Rebma will watch all intruders of her the forest to see
if they are forest friendly (i.e. Use dead wood for fires etc.). She will
37
whichever is better for the dragon. A druid at 12th lvl can assume
plant form. At 20th lvl can assume elemental form 3/day.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10;
Senses low-light vision; Listen +6, Spot +22; AC 32, touch 18, flatfooted 26 (+2 size, +6 Dex, +14 natural); hp 52 (13 HD); Fort +8,
Ref +14, Will +6; Spd 10 ft., fly 60 ft. (average); Melee Talons +5
(1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +9; Grp 10; Str 12,
Dex 23, Con 10, Int 2, Wis 14, Cha 6; Feats Improved EvasionB,
Improved Init., EvasionB, Flyby Attack, MultiattackB, Weapon Finesse, Wingover; Skills Listen +6, Spot +22; SQ Link, share spells,
Devotion
Link (Ex): A druid can handle her animal companion as a free
action, or push it as a move action, even if she doesnt have
any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share Spells (Ex): At the druids option, she may have any spell
(but not any spell-like ability) she casts upon herself also affect
her animal companion. The animal companion must be within
5 feet of her at the time of casting to receive the benefit. If
the spell or effect has a duration other than instantaneous, it
stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal
again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of
You on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can
share spells even if the spells normally do not affect creatures
of the companions type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus
on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus
feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or
more natural attacks, the animal companion instead gains a
second attack with its primary natural weapon, albeit at a 5
penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal.
This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her
druid level and her Charisma modifier to determine the wild
empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able
to study each other, which means that they must be within 30
feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast
with an Intelligence score of 1 or 2, but she takes a 4 penalty
on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move
through any sort of undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at her normal speed and
without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Resist Natures Lure (Ex): Starting at 4th level, a druid gains a +4
bonus on saving throws against the spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all
poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to
change her appearance at will, as if using the alter self spell, but
only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer
takes ability score penalties for aging and cannot be magically
aged. Any penalties she may have already incurred, however,
remain in place.
Bonuses still accrue, and the druid still dies of old age when
her time is up.
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