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by Jamie Baty

MA, RC 173
Large Fey (Water, Extraplanar, Shapechanger)
Hit Dice: 6d6+6 (27 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 10 ft. (poor), swim 20ft.
Armour Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d3 +4)
Full Attack: 2 Claw +6 melee (1d3 +4) and bite +1 melee (1d8 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/Cold Iron, drake traits, Fey Traits, Low-light vision, spell resistance 16
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 12, Int 11, Wis 9, Cha 10
Skills: Bluff +9, Diplomacy +4, Hide +2, Listen +8, Sleight of Hand +12, Spot +8, Swim +12, Use Magic Device +11
Feats: Hover, Improved Initiative, Power Attack
Environment: Plane of Earth or Any land
Organisation: Solitary, or Company (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

Waterdrakes are native to the Elemental Plane of Water, and are very rare on the Prime Plane. They cannot normally travel between the planes, but may "ride" along with an elemental or other creature, either to or from their plane of origin. On the Prime Plane, waterdrakes can take the form of young storm giants (1-4 feet shorter than normal). They are sometimes found amidst similar real giants, acting for their own purposes. The nature of these purposes is elusive, but most seem content to observe what goes on.
On their home plane, stormdrakes cannot change into their giant form; instead, they assume the form of a small water elemental.
Waterdrakes are omnivores. Like other drakes, their diet closely matches that of the humanoids they can resemble. In addition, these drakes are nourished by frequent contact with their native element. Given they take the form of a storm giant, arranging such contact is not a difficulty nor is something that would attract attention. A waterdrake deprived of contact with its native element will, over the course of days, become weakened (not to mention irritable). Of course, this differs little from the effects of food and water deprivation on humans.

In their true form, stormdrakes appear similar to dragons, but they are rarely encountered in this form. They are usually encountered in their storm giant form (when on the Prime) or as a water elemental (on the Plane of Water). They generally try to avoid fighting at all costs, and will flee if an opportunity presents itself.

Damage Reduction (Su): A waterdrake has damage reduction of 10/ Cold Iron.

Drake Traits (Ex):
•Fly (Ex): Drakes have small wings enabling them to fly at 10 ft (Poor) per round.

•Spell-like abilities: (3/day) - Invisibility, detect invisibility

•Second Sight (Ex): This is the ability common to all faeries and some mortals to be able to recognise a Fey creature's true form even when invisible to mortals, polymorphed or shapechanged.

•Change Shape (Su): A drake has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The exact form(s) it can take depend on the subtype. It can not take the form of a specific individual, and the form is the same every time. Changing shape results in the following changes to the creature:
The creature retains the type and subtype of its original form. It gains the size of its new form.
The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
The creature retains the ability scores of its original form.
The creature retains its hit points and saves.
The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
Note: A waterdrake can assume the form of a storm giant on the Prime plane and the form of a water elemental on the Plane of Water.
•Divine Disfavour: Drakes are unaffected by beneficial divine spells such as healing spells. Druidic spells affect them normally.

•Vulnerability to Holy Water: Holy Water does damage to Drakes like it would against an undead creature.

•Vulnerability to Iron: Drakes cannot use items made from iron, even in their alternate forms.

Spell Resistance (Ex): A waterdrake has a spell resistance of 16.

Skills: Waterdrakes have +2 to Sleight of Hand and +2 to Use Magic Item. A waterdrake gains a +8 racial bonus to any swim check. It may always 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.