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by Jamie Baty

DMR2 39, GAZ8
Huge Dragon
Hit Dice: 8d12+16 (68 hp)
Initiative: +2 (+2 Dex)
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armour Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +8/+25
Attack: Gore +15 melee (1d10 +9)
Full Attack: 3 Gore +15 melee (1d10 +9) and 3 bite +10 melee (2d4 +4)
Space/Reach: 10 ft. /5 ft. (10 ft with neck)
Special Attacks: Impale
Special Qualities: Darkvision 60ft., dragon traits, low-light vision, scent
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 28, Dex 14, Con 15, Int 6, Wis 8, Cha 12
Skills: Intimidate +12, Listen +14, Spot +14, Survival +12
Feats: Alertness, Flyby Attack, Power Attack, Track (B), Wingover (B)
Environment: Any hills, mountains, underground
Organisation: Solitary, or Brace
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

Feywings are weird-looking reptilian creatures that have been hunted almost to extinction by livestock farmers and acquisitive practitioners of the arcane arts.
A feywing is scaled, dark red to blue-black in colour, and has a bulbous, elastic body which is little more than a stomach. A feywing's eyes are hooded with horny membranes which are effective protection for its eyes, even against arrows. Its claws are weak and soft, and it has a feeble prehensile tail. The feywing has three long necks ending in many-toothed heads with a horned snout. Its teeth and horns are razor sharp, and its necks are terrifically strong.
Feywings can be mistaken for true dragons at a distance due to their size and great, arching, batlike wings. They are vicious predators, swooping down on their prey and impaling it on their horns in order to take it back to its lair. They usually hunt for easy targets like cattle and sheep. Over time, feywings have developed a taste for halfling, and have been known to attack small groups of halflings in open country and even halfling settlements if no livestock is readily available.
Feywings are intelligent enough to gather treasure as a lure and for bargaining if their enemies are too strong. They make their lairs in ruins and dungeons, as well as in natural caverns and high, isolated valleys.
Some wizards actively search for these creatures for experimentation and for use as guardian creatures once they have been charmed and trained.
Feywings can speak Draconic very poorly. Few know Common or any other local language.

Feywings like to swoop down on their prey, impaling as many foes as possible. They do not have any fear of combat and are extremely aggressive- trusting in their scaly hide and lack of clear vulnerable spots to protect them until they can slay or devour foes.

Impale (Ex): A feywing can impale any large or smaller-sized creature with each of its gore attacks. Victims can make a Reflex save vs DC 20 (Str based) to avoid being impaled (although normal gore damage is still inflicted). Impaled victims are considered grappled and automatically suffer gore damage each round. A feywing that has impaled a creature is not considered to be grappled and may attack normally with its bite attacks and any gore attacks that have not impaled a foe.

Scent (Ex): This special quality allows a feywing to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Feywings have a +2 racial bonus to all Listen, Spot, and Survival checks.

Dragon Traits: Immunity to magic sleep effects and paralysis effects.