Dragonman: Water (Common)     

Species: Dragonman. Breed: Water. Class: (Monster) Enchanted.

Align: Although this is a generally good-hearted breed, roll on the following chart:

 

%Roll: Aligns:

01-10:   Apathetic (a more neutral tendency toward others not of its kind).

11-12:   Chaotic (Highly unstable).

13-17:   Evil (dark hearted).

18-00:   Good (stern but just hearted).

 

Gender: 01-50: Female, 51-00: Male.

 

Level: 11 + 1-D20. Damage-Points: 1-D12 +2 x level.

Number encountered: 1-D6.

Experience-Points: 60 x level.

 

Characteristics:

Awareness: Hearing: 24, Sense of Smell: 35, Sixth Sense: 18, Taste: 30, Touch: 26, Vision: 32,

Charisma -: Appearance: See: "Description". Speech: 20, Constitution: 34, Coordination: 38, Dexterity: 38, Intelligence: 22, Mental-Strength: 31, Strength: 29, Wisdom: 20.

 

Movement:

Flying: 24. Grounded: 12. Swimming: 18 (superb swimmers).

 

Luck: 1-D6 per level.

Oxygen-Points: 93.

Blood-Points: 102.

 

Attacks:

Attack descriptions:   Range:          Damage:                            Attack type:

     Bite ----------- : 1    1 space (5').   1-D8 (+1-D8 per level).    Sharp.

and:

     Claws --------- : 2   1 space (5').   1-D8 (+1-D8 per level).    Sharp.

and:

     Tail-Strike: - : 1    2 space (10'). 1-D8 (+1-D8 per level).    Blunt.

                                    Note: All physical attacks (above) can be attempted per turn.

 

     Special ------ : See: "Special Offenses".

 

Defense: 38. Offense: 38.

 

Treasure: %Roll needed to have money and treasure:

35+ for 1-D4 +1 items.

Begin rolling on the UnCommon chart.

Check each creature for treasure.

Treasure items this creature has will be used (it will know and how to use each item it has).

 

Description:

Annihilation Strike?: Yes. Sudden Death Strike?: Yes.

Description:  Eye color: Yellow-green, with a black vertical pupil. Eye shape: Medium and slanted. Height: 7' 0". Length: 12'-0". Posture: Quadruped (can walk upright as well). Scale color: Midnight-blue. Skin texture: Scaly. Weight: 300 Lbs. Wingspan: 14' 0". Wing contour: Thick, bat-like leathery wings.

 

This intelligent creature appears as a half humanoid, half dragon.

 

Dislikes ----- : Electricity.

Disposition - : These creatures are fierce and cunning. They often times align themselves with mankind, no matter their align. They are well at home in water, or on land (though they prefer open, deep, water).

 

This creature loves the game of social interaction with any sentient creature, for they are highly social.

 

Fears -------- : Electricity.

Habitat ------ : Oceans and regions where water is plentiful. This creature will not suffer if it does not have water to swim within, though it does not like being away from water.

 

Immunities - : Water abilities and spells.

Life-span --- : 2 ages (2,000 years).

Likes -------- : Social interaction with race types. This creature loves children, and will go out of its way to protect a child, even to the giving of its life.

 

Needs ------- : Basic needs of life (food, water, shelter, etc.).

Note --------- : The cured and tanned skin of this creature can fetch about 4 white-gold. The cured hides of this creature will retain 50% of its resistances (rounded up). Add an additional +3% will be added to resistances per level a hide is master tanned (yet never to exceed its maximum resistances). The value of the hide will be greater if master tanned (Game Master's discretion).

 

Special Abilities:

There will be a 20% chance of this creature following the path of a character. If so, roll for the class. Game Master: Roll up its Modification-Points as you would a character, or merely assign abilities and/or spells as you wish (make sense of the class rolled to fit the adventure - this will be strictly up to you).

 

Night-Vision (as the Psychic's spell).

Tracking (as Forest-Knight ability) up to level 10, even through water.

 

Special Defenses:

Damage-Reduction: 6 to physical attacks.

Natural thick scaled hide skin: Roll needed to turn certain attacks:

Acid ------- : 80+

Blunt ------ : 70+

Cold ------- : 80+

Electricity : 80+ when out of water and dry. Otherwise, see: "Susceptibilities".

Fire ------- : Can't.

Needle --- : 80+

Sharp ----- : 80+

 

Special Offenses:

None.

 

Susceptibilities: Electricity will cause x2 damage to this creature it it is wet.

Weapon susceptibility: Rank-2 magical weapon to harm.