About Meir the Dragon
Visual reference for Meir
MEIR
CR 4
Male Forest Drake Dragonkin Dragon 5
LN Large dragon
Init +2; Senses Darkvision (60 ft.), Low-Light Vision, Perception +8, Scent,
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size, )
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, -1 size, +2 deflection vs Evil ) Temporary Bonus Apllied Protection from Evil
hp 43 (5d12)+10
Fort +6, Ref +6, Will +4
Fort +8, Ref +8, Will +6 vs Evil
Immunities Acid, Magical Sleep, Paralysis, Fire
OFFENSE
Speed 30 ft. Fly 60 ft. (Average) Swim 30 ft.
Melee bite +10 (1d8+5)
Melee tail slap +4 (1d8+2)
Special Attacks Acidic Cloud, Breath weapon (20-ft. cone, 4d6 fire damage, Reflex DC 14 half, usable every 1d6 rounds)
STATISTICS
Str 21, Dex 14, Con 14, Int 10, Wis 10, Cha 12
Base Atk +5; CMB +11; CMD 23
Feats Flyby Attack, Power Attack, Weapon Focus (Bite)
Skills
Acrobatics +2,
Bluff +9, (5 ranks)
Climb +5,
Diplomacy +1,
Disguise +1,
Escape Artist +2,
Fly +8, (5 ranks)
Intimidate +9, (5 ranks)
Perception +8, (5 ranks)
Perform (Untrained) +1,
Ride +2,
Stealth +6, (5 ranks)
Survival +8, (5 ranks)
Swim +13,
Languages Draconic
SQ Aquatic Adaptation, Darkvision, Low-Light Vision, Scent, Speed Surge, Rider Bond, Axiomatic Blessing
Possessions saddle (exotic/military) (large); saddlebags
SPECIAL ABILITIES
Acidic Cloud (Su) A forest drake can, as a standard action, spit a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals 4d6 points of acid damage (DC 14 Reflex half) to all creatures within the resulting 10-foot-radius spread. The cloud remains for 1d4 rounds once created, acting as a 10-foot-radius obscuring mist (it no longer causes damage), but a strong wind disperses it in a single round. Once a forest drake has used its acidic cloud breath, it cannot do so again for 1d6 rounds.
Aquatic Adaptation (Ex) A forest drake can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater. The acidic cloud created by that attack dissipates after 1 round if used underwater.
Special Attacks breath weapon (20-ft. cone, 4d6 fire damage, Reflex DC 14 half, usable every 1d6 rounds)
A dragonkin can, as a standard action, breathe a cone of fire. This cone extends 20 feet and deals 4d6 points of fire damage (DC 14 Reflex for Half) to all creatures in the area of effect. Once a dragonkin has used its breath weapon, it cannot do so again for 1d6 rounds.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Immunity to Acid (Ex) You never take acid damage.
Immunity to Fire (Ex) You never take fire damage.
Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.
Immunity to Paralysis (Ex) You can never be paralyzed.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Speed Surge (Ex) Three times per day as a swift action, a forest drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Rider Bond (Su)
A dragonkin can form a magical bond with its rider that lasts until death.
Forming this bond requires a special ritual that takes 1 hour.
Once a dragonkin forms this bond, it can’t form another rider bond until its current rider dies. A dragonkin and its bonded rider can communicate with each other as if they both had telepathy with a range of 100 feet. When a rider is mounted on his dragonkin at the start of combat, both creatures roll initiative separately and treat the highest result as their single result.
ECOLOGY
Environment any mountains
Organization solitary, pair, patrol (3–6), or wing (7–14)
Treasure standard (masterwork glaive, other treasure)
Somewhere between true dragons and brute drakes lie the dragonkin. Intelligent, even-tempered, and deadly in combat, dragonkin get along well with humanoids. Unlike many other dragons, dragonkin have enough dexterity in their front limbs to hold and wield weapons, and favor huge glaives and long lances.
The most unusual aspect of dragonkin is their bond with other races. Dragonkin recognize other cultures’ potential, and often adopt humanoid riders. After it comes of age, a dragonkin may form an unbreakable partnership with a rider, who acts as a trusted comrade. In battle, a rider and her dragon are inseparable, in such constant telepathic communication that they seem to be one entity. The humanoid riders are responsible for caring and providing for their draconic companions when they are not engaged in battle, though this domestic role is more a social dynamic than outright servitude.
Many dragonkin adopt mannerisms from humanoid races, even going so far as to wear armor. This, combined with the fact that dragonkin have thrown in their lot with humanoids, disgusts some true dragons. A typical dragonkin is 15 to 20 feet long and weighs roughly 2,000 pounds.