Drakes

Fell Drake

Enormous semi-sentient undead reptile (7d6)
STR 21 (6d6) AGI 15 (5d6) END 21 (6d6)INT 21 (6d6) LOG 1 (1d6) WIL 6 (3d6)Β CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)
MELEE DEFENCE 14RANGED DEFENCE 26MENTAL DEFENCE 25VITAL DEFENCE 29
HEALTH 40SOAK 8 ; VULN 1d6 holyIMMUNE Sick, Bleeding, Fatigued, cold
INITIATIVE 5d6PERCEPTION 7d6 ; superior darksight, lifesenseSPEED 9; CLIMB 5; JUMP 30'/21'CARRY 420lb (max lift 1050lb)
REACH 10-ftACTIONS 3
πŸ…œ Bite 6d6 melee (3d6+6 piercing/unholy damage)
Skills hardy 1 (1d6), combat 3 (2d6), perception 6 (3d6), movement 21 (6d6), tactics/reactions 1 (1d6), magical skill 15 (5d6)

Fire Drake

Enormous semi-sentient fey reptile (7d6)
STR 15 (5d6) AGI 15 (5d6) END 15 (5d6)INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)Β CHA 15 (5d6) LUC 15 (5d6) REP 15 (5d6)
MELEE DEFENCE 21RANGED DEFENCE 17MENTAL DEFENCE 34VITAL DEFENCE 29
HEALTH 71SOAK 7; VULN 1d6 cold ironIMMUNE fire
INITIATIVE 5d6PERCEPTION 5d6Β SPEED 9; CLIMB 5; JUMP 30'/15'CARRY 300lb (max lift 750lb)
REACH 10-ftACTIONS 3
πŸ…œ Claws 7d6 melee (4d6+5 slashing damage)πŸ…‘ Spit fire 6d6 ranged (4d6 fire damage; range 14)
Skills combat 10 (4d6), perception 3 (2d6), reactions 3 (2d6)

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical.

Swamp Drake

Enormous semi-sentient fey reptile (7d6)
STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)INT 15 (5d6) LOG 3 (2d6) WIL 15 (5d6)CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)
MELEE DEFENCE 30RANGED DEFENCE 17MENTAL DEFENCE 16VITAL DEFENCE 29
HEALTH 71SOAK 7; VULN 1d6 cold ironIMMUNE poison
INITIATIVE 7d6PERCEPTION 5d6SPEED 9; FLY+ 18; CLIMB 5; JUMP 42'/15'CARRY 300lb (max lift 750lb)
REACH 10-ftACTIONS 3
πŸ…œ Claws 7d6 melee (5d6+5 slashing/poison damage)
Skills hardy 10 (4d6), combat 10 (4d6), perception 3 (2d6), movement 6 (3d6), reactions 10 (4d6), stealth 8 (3d6)

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Fey. Fey creatures are automatically able to sense magic within 10' of them. Fey not native to the real world are vulnerable (1d6) to cold iron and tend to be highly magical.
Poison. Attacks inflict the Sick condition.