Furred Dragons of Legend [Archive] - Wizards Community

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The Vorpal Tribble

08-25-05, 02:42 PM
These I made for an artic campaign of mine based on the legend of a massive french land dragon that lived within and on the banks of the largest rivers. These stats can be used for any peluda, but non-artic ones need a bit of a color change.

I think I may have overlooked a few things here and there, so if I did just let me know.

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Arctic Peluda

Arctic peludas are an animalistic type of land dragons suited for life around large rivers and deep snows.

They are vaguely dragonish but appears far more felinoid than its scaled cousins and lacks wings. Its bulky back is covered in long, glistening quills much like that of a porcupine, but all about the rest of its body is short, extraordinarily thick snow-white fur growing from coal-black skin. Sometimes this fur will gain a bright greenish tint from algae growing within the strands. This fur is completely water-proof.

Its legs are thick and seem stubby for its size, with blunt, toes with thick webbing between each. The toes all end in sharp, grasping talons suitable for climbing as well as raking.

The face is not quite as long and snouty as a dragon's, and covered with fine white fur. As a peluda grows older it forms a mane and the fur about its mouth and nose become long and beardlike. Long, stiff whiskers sprout beneath its nose and above its eyes. The pointed ears are small for its size, with tufts on the tips. Its glistening, predatory eyes are large, slitted and of a reddish pink hue. Its mouth opens wide, almost unhinged, with a classic collection of teeth for ripping flesh and flat ones in the back for crushing bone. Its tail is long and fragile-looking with faint, tiny quills on top mixing in with white fur.

Peludas lay large, rubbery eggs but feed their young milk for the two weeks it takes for their teeth to grow in.

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Artic Peluda, hatchling

Tiny Dragon
Hit Dice: 2d12+4 (17 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (+3 dex, +3 natural, +2 size)
Base Attack/Grapple: +2/-7
Space/Reach: 2-1/2 ft./0 ft.
Attack: Bite +7 melee (1d4-1)
Full attack: Bite +7 melee (1d4-1) and 2 claws +2 melee (1d3-1)
Special Attacks: Cornered ferocity, poison, prickly
Special Qualities: Darkvision 60 ft., dragon traits, low-light vision, scent
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 8, Dex 16, Con 12, Int 2, Wis 13, Cha 16
Skills: Hide +11, Listen +7, Spot +7
Feats: Weapon finesse
Environment: Any cold land
Organization: Nest (2-6 plus 1-2 adults)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: --
Level Adjustment: --

Combat:
Hatchling peludas are likely to run from combat, wailing for their parent. First however they'll belch out a wad of acidic, poisonous saliva to slow down their opponent.

Poison (Ex):
Every minute a peluda hatchling can spit out a glob of acidic poison as a ranged touch attack with a range increment of 10 feet. If it hits the acid eats its way into it victim, dealing 2 points of damage. If it is not washed off the following round it does another 2 points and enters the bloodstream. Unless a DC 12 fortitude save is made the poison deals 1d4 strength damage. The save DC is constitution based.

Cornered Ferocity(Ex):
A peluda grows desperate if backed into a corner or trapped and can turn exceedingly vicious. It gains a +2 circumstance bonus to its attack and damage rolls until it is free, as well as a +4 bonus to its opposed grapple check.

Prickly (Ex):
Any whom grapple a peluda are speared with dozens of poisonous spines. Once the spines detach from the main body they start to spasm, sending themselves deep into their victim. This deals 1d6 damage, and releases poisons that cause 1d4 points of dexterity damage unless a successful fortitude save is made (DC 12). The save DC is constitution based.

Wintery Camouflage (Ex):
A peluda hatchling's milky down gives it a +6 bonus on hide checks in areas of snow and ice.

Skills: Pelua hatchlings gain a +4 racial bonus on listen and spot checks.


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Peluda, Juvenile

Medium Dragon
Hit Dice: 6d12+12 (51 hp)
Initiative: +2
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 18 (+2 dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+9
Space/Reach: 5 ft./5 ft.
Attack: Bite +9 melee (1d8+3)
Full attack: Bite +9 melee (1d8+3), 2 claws +7 melee (1d6+3)
Special Attacks: Cornered ferocity, poison, prickly
Special Qualities: Darkvision 60 ft., immune to magic sleep and paralysis effects, low-light vision, scent
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 16, Dex 14, Con 15, Int 2, Wis 15, Cha 17
Skills: Hide +4, Listen +10, Spot +10, Swim +5
Feats: Alertness, Endurance, Multiattack
Environment: Cold aquatic and land
Organization: Solitary, Pair, Clutchmates (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --

Juvenile peluda's weigh around 400-500 lbs and from snout to tail tip around about 7 feet long.

Combat:
Juvenile peludas are beginning to gain their adult viciousness and bad temper though still tend to stalk and pounce on unwary foes. They do this if hungry or if feeling playful. If a creature puts up more of a fight than was expected or the peluda is startled it shoots out a mouthful of poisonous acid and flees.

Cornered Ferocity(Ex):
A peluda grows desperate if backed into a corner or trapped and can turn exceedingly vicious. It gains a +4 circumstance bonus to its attack and damage rolls until it is free, as well as a +6 bonus to its grapple checks.

Poison (Ex):
Every minute a peluda juvenile can spit out a glob of acidic poison as a ranged touch attack with a range increment of 20 feet. If it hits the acid eats its way into it victim, dealing 1d6 points of damage. If it is not washed off the following round it deals another 1d4 points and enters the bloodstream. Unless a DC 15 fortitude save is made the poison deals 1d6 strength damage. The save DC is constitution based.

Pounce (Ex):
If a peluda charges, it can make a full attack in the same round.

Prickly (Ex):
Any whom attempt to grapple are speared with dozens of poisonous, foot-long spines. Once the spines detach from the main body they start to spasm, sending themselves deep into their victim. This deals 1d8 damage, and releases poisons that cause 1d8 points of dexterity damage unless a successful fortitude save is made (DC 15). The save DC is constitution based.

Wintery Camouflage (Ex):
A peluda juvenile's patchy coat gives it a +2 bonus on hide checks in areas of snow and ice.

Skills: Peluda juveniles gain a +4 racial bonus on listen and spot checks. They also have a +4 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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Peluda, Adult

Huge Dragon
Hit Dice: 12d12+48 (126 hp)
Initiative: +0
Speed: 60 ft. (12 squares), swim 50 ft.
Armor Class: 18 (+10 natural, -2 size), touch 8, flat-footed 18
Base Attack/Grapple: +12/+28
Space/Reach: 15 ft./15 ft.
Attack: Bite +18 melee (2d8+8)
Full attack: Bite +18 melee (2d8+8), 2 claws +16 melee (2d6+8), tail slap +16 melee (1d8+12)
Special Attacks: Breath Weapon, cornered ferocity, crush, snatch, poison, pounce
Special Qualities: Hold breath, scent, wintry camouflage
Saves: Fort +12, Ref +8, Will +12
Abilities: Str 27, Dex 11, Con 19, Int 2, Wis 19, Cha 21
Skills: Climb +13, Hide +1, Listen +15, Spot +15, Survival +9, Swim +13
Feats: Alertness, Diehard, Endurance, Multiattack, Snatch
Environment: Cold aquatic and land
Organization: Solitary, Mates, Family (2 adults and up to 6 hatchlings)
Challenge Rating: 12
Treasure: None
Alignment: Always Neutral
Advancement: --
Level Adjustment: --

Adult peluda's weigh around 8,000 lbs and are 15 feet long from snout to tail, and about man-height at the shoulder.

Combat:
Full-grown peluda's, though not sentient, have an animalistic cunning that surpasses that of most animals. They prefer to lie in wait, often within water, and if the prey is large they will leap at it, clawing and biting and thrashing with its strong but fragile tail in a frenzy. If smaller prey is all thats available it prefers to pin them to the ground and then transfer them to its mouth where it literally shakes them to death.

Breath Weapon (Su):
An adult peluda can breathe forth a 60 ft. cone of fire every 1d6 rounds dealing 10d6 fire, reflex save DC 20 half. The save DC is Constitution-based.

Cornered Ferocity(Ex):
An adult peluda grows desperate if backed into a corner or trapped and can become an utter terror to even the largest foe. It gains a +8 circumstance bonus to its attack and damage rolls until it is free, as well as a +8 bonus to its grapple checks.

Crush (Ex):
And adult peluda when it uses its pounce ability can land on any creature up to three sizes smaller than itself, using its body to crush them. A crush attack affects as many creatures as can fit under the peluda's body. Creatures in the affected area must succeed on a DC 20 reflex save or be pinned, automatically taking 2d8+12 bludgeoning damage during the next round unless the dragon moves off them. If the peluda chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they cannot escape.

Hold Breath (Ex):
An adult peluda can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Poison (Ex):
Every minute an adult peluda can spit out a glob of acidic poison as a ranged touch attack with a range increment of 40 feet. If it hits the acid eats its way into it victim, dealing 4d6 points of damage. If it is not washed off the following round it deals another 2d6 points and enters the bloodstream. Unless a DC 20 fortitude save is made the poison deals 2d6 strength damage. The save DC is constitution based.

Pounce (Ex):
If a peluda charges, it can make a full attack in the same round.

Prickly (Ex):
Any whom attempt to grapple an adult peluda are speared with dozens of poisonous, meter-long spines. Once the spines detach from the main body they start to spasm, sending themselves deep into their victim. This deals 2d8 damage, and releases poisons that cause 2d6 points of dexterity damage unless a DC 20 fortitude save is made. The save DC is constitution based.

Wintry Camouflage (Ex):
An adult peluda's lush, silky coat gives it a +6 bonus on hide checks in areas of snow and ice.

Skills: Adult peluas gain a +6 racial bonus on listen and spot checks. They also have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.