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Red Dragonflyby Jamie Baty
Small Magical Beast (Fire)
Hit Dice: 5d10+20 (47 hp)
Initiative: +5 (+5 Dex)
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armour Class: 23 (+1 size, +5 Dex, +7 natural), touch 16, flat-footed 18
Base Attack/Grapple: +5/+3
Attack: Bite +11 melee (1d6 +2)
Full Attack: Bite +11 melee (1d6 +2)
Space/Reach: 5 ft. /0 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +8, Ref +9, Will +2
Abilities: Str 15, Dex 21, Con 19, Int 2, Wis 12, Cha 12
Skills: Hide +11, Listen +4, Spot +4
Feats: Hover, Weapon Finesse
Environment: Temperate and Warm lands
Organisation: Solitary, Pair, Brood (2-5), or Swarm (5-20)
Challenge Rating: 4
Alignment: Always neutral
Advancement: 6-10 HD (Small); 11-15 HD (Medium)
Level Adjustment: -
Most powerful of the dragonflies, the red can grow to 5 feet in length. It inhabits virtually any terrain in temperate and warmer climates, and is known to migrate from one place to another in search of food. Hills and moors often yield the best pickings.
Stories are told of red dragonflies that have carried off young lambs; certainly, rabbits are not unusual prey. The red dragonfly is extraordinarily vicious, and will attack even others of its own kind to satisfy its hunger.
The breath attack of the red dragonfly is a small column of searing fire. It is the most feared dragonfly attack.
Red dragonflies fight much like their other cousins, but they are much more dangerous and they fear virtually nothing smaller than man-sized. As with their brethren, they can breathe and bite during the same round.
Breath Weapon (Su): A red dragonfly may breathe a line of fire at one adjacent target once per round as a swift action. The breath inflicts 5 hp of damage (one hp per HD). If the target is attacking the dragonfly in melee, no saving throw is allowed. Other targets are allowed a Reflex save for half damage (DC 16 Con based).
Fire Subtype: A red dragonfly 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.