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viking.meeroka.de Monster - Blue Draconian
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Blue Draconian

Large Monstrous Humanoid

HD: 6d8+24 (51 hp)

Initiative: +1 (-1 size, +2 dex)

Speed: 20 ft., fly 60 ft. (average)

AC: 19 (–-1 size, +2 Dex, +8 natural)

Attacks: 2 claws +10 melee; bite +8 melee; or bastard sword +10 / +5 melee

Damage: Claw 1d6+5; bite 2d6+2; bastard sword 1d10+5

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Improved Trip

Special Qualities: SR 15, blend, divine grace, disease immunity, low metabolism

Saves: Fort +8, Ref +9, Will +8

Abilities: Str 21, Dex 15, Con 19, Int 13, Wis 12, Cha 15

Skills: Bluff +7, Diplomacy +7, Disguise +7, Gather Information +7, Intimidate +7, Listen +8, Spot +7

Feats: Alertness, Multiattack, Power Attack, Run

Climate/Terrain: Any land

Organization: Band (2–12)

Challenge Rating: 6

Treasure: Standard

Alignment: Usually lawful evil

Advancement: 7-18 HD (Large)

Combat

Blue Draconians prefer to wield large, ornate bastard swords. Sivak's tails are long (for draconians), and they often use them in combat to knock foes off balance.

Disease Immunity (Ex): Draconians are immune to all natural diseases.

Low Metabolism (Ex): Draconians can survive on one-tenth the food and water it takes to sustain a human. 

Improved Trip (Ex): As a standard action, a blue draconian can use his tail to make a trip attack using its normal melee attack bonus (+10). This Tripattack does not provoke an attack of opportunity.

Blend (Ex): Blue draconians have a chameleonlike ability to blend in with their surroundings. This works just like a robe of blending, giving the draconian a +15 circumstance bonus to her Hide checks and allowing her to change self at will.

Divine Grace (Ex): Blue draconians add their Charisma modifiers to all saving throws (included in the numbers above).

Death Throe (Su): When killed blue draconians explode in a flash of lightning dealing 2d4 points of lightning damage to all within a 10-foot radius (Reflex negates, DC 17).

© 2002, Philipp van Hüllen, Torsten Seitz

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