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Flapsailby Jamie Baty
Large Dragon (Fire)
Hit Dice: 10d12+40 (105 hp)
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Armour Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d8 +6)
Full Attack: 2 Claws +15 melee (1d8 +6) and bite +13 melee (3d6 +3)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Breath weapon, frightful presence
Special Qualities: Darkvision 60ft., dragon traits, low-light vision
Saves: Fort +11, Ref +7, Will +10
Abilities: Str 23, Dex 10, Con 19, Int 2, Wis 13, Cha 12
Skills: Balance +2, Climb +8, Hide -4, Jump +8, Listen +6, Spot +6, Survival +6
Feats: Endurance, Flyby Attack, Iron Will, Multiattack
Environment: Any forests, hills, mountains
Organisation: Solitary, or Gang (2-5)
Challenge Rating: 8
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -
Flapsails are a Hollow World species of small, unintelligent red dragon. They may be an ancestor of the modern red dragon, or just an evolutionary offshoot which was placed inside the Hollow World by an immortal when they began to go extinct.
Regardless, the flapsails were a gift from heaven for the Schattenalf. The elves had previously trained a reptilian mount in their home cavern, and the flapsail, intelligent enough to be trained but not too fierce to be domesticated, was an admirable substitute for it.
Flapsails can grow up to about 25' long. Though many are encountered as schattenalf riding beasts, there are many more living wild in the hills and mountains.
Like red dragons, they have claws, teeth, and a fiery breath weapon. Unlike dragons, they have no spells.
Breath Weapon (Su): A flapsail's breath weapon attack usually deals 6d10 fire damage in a 40' cone. Targets are allowed a Reflex save for half damage (DC 19 Con based).
Frightful Presence (Ex): A flapsail can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the flapsail. A potentially affected creature that succeeds on a Will save (DC 16 Cha based) remains immune to that flapsail's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. Flapsails ignore the frightful presence of other flapsails and dragons.
Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Fire Subtype: A flapsail has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Carrying Capacity: A flapsail can carry 600lbs as a light load, 601 to 1200lbs as a medium load and 1201 to 1800lbs as a heavy load.