dragon, amber, by age with druid class reformated

38
Amber Dragon by age category and by advanced age category with Druid Class Levels INDEX Amber Dragon pg 2 AMBER DRAGONS BY AGE CATEGORY Wyrmling pg 4 Very Young pg 5 Young pg 6 Juvenile pg 7 Young Adult pg 8 Adult pg 9 Mature Adult pg 10 Old pg 11 Very Old pg 12 Ancient pg 13 Wyrm pg 14 Great Wyrm pg 15 ADVANCED AMBER DRAGON AGE CATEGORY WITH DRUID LEVELS Rebma, Amber Dragon, Story Line pg 16 Rebma, Amber Dragon, Advanced Wyrmling, Druid 1 pg 17 Rebma, Amber Dragon, Advanced Very Young, Druid 2 pg 18 Rebma, Amber Dragon, Advanced Young, Druid 3 pg 19 Rebma, Amber Dragon, Advanced Juvenile, Druid 4 pg 20 Rebma, Amber Dragon, Advanced Young Adult, Druid 5 pg 21 Rebma, Amber Dragon, Advanced Adult, Druid 6 pg 23 Rebma, Amber Dragon, Advanced Mature Adult, Druid 8 pg 25 Rebma, Amber Dragon, Advanced Old, Druid 10 pg 27 Rebma, Amber Dragon, Advanced Very Old, Druid 12 pg 29 Rebma, Amber Dragon, Advanced Ancient, Druid 14 pg 31 Rebma, Amber Dragon, Advanced Wyrm, Druid 16 pg 33 Rebma, Amber Dragon, Advanced Great Wyrm, Druid 18 pg 35 Rebma, Amber Dragon, Advanced Great Wyrm, Druid 20 pg 37

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Page 1: Dragon, Amber, By Age With Druid Class Reformated

Amber Dragon

by age category and by advanced age category with

Druid Class Levels

INDEX

Amber Dragon pg 2

AMBER DRAGONS BY AGE CATEGORY

Wyrmling pg 4

Very Young pg 5

Young pg 6

Juvenile pg 7

Young Adult pg 8

Adult pg 9

Mature Adult pg 10

Old pg 11

Very Old pg 12

Ancient pg 13

Wyrm pg 14

Great Wyrm pg 15

ADVANCED AMBER DRAGON AGE CATEGORY WITH DRUID LEVELS

Rebma, Amber Dragon, Story Line pg 16

Rebma, Amber Dragon, Advanced Wyrmling, Druid 1 pg 17

Rebma, Amber Dragon, Advanced Very Young, Druid 2 pg 18

Rebma, Amber Dragon, Advanced Young, Druid 3 pg 19

Rebma, Amber Dragon, Advanced Juvenile, Druid 4 pg 20

Rebma, Amber Dragon, Advanced Young Adult, Druid 5 pg 21

Rebma, Amber Dragon, Advanced Adult, Druid 6 pg 23

Rebma, Amber Dragon, Advanced Mature Adult, Druid 8 pg 25

Rebma, Amber Dragon, Advanced Old, Druid 10 pg 27

Rebma, Amber Dragon, Advanced Very Old, Druid 12 pg 29

Rebma, Amber Dragon, Advanced Ancient, Druid 14 pg 31

Rebma, Amber Dragon, Advanced Wyrm, Druid 16 pg 33

Rebma, Amber Dragon, Advanced Great Wyrm, Druid 18 pg 35

Rebma, Amber Dragon, Advanced Great Wyrm, Druid 20 pg 37

Page 2: Dragon, Amber, By Age With Druid Class Reformated

2

Amber Dragon Conversion Source http://www.enworld.org/cc/

Dragon (Earth) Environment: Temperate and cold forests

Organization: Solitary (one dragon any age); clutch

(1d4+1 wyrmling, very young, young, juvenile, or

young adult dragons); or family (pair of mature adults

plus 1d4+1 offspring)

Challenge Ratings: Wyrmling 2; very young 3; young 5;

juvenile 8; young adult 10; adult 11; mature adult 12;

old 14; very old 16; ancient 18; wyrm 19; great wyrm

20

Treasure: Triple standard

Alignment: Always neutral

Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8

HD (Small); young 10-11 HD (Medium); juvenile 13-14

HD (Large); young adult 16-17 HD (Large); adult 19-20

HD (Large); mature adult 22-23 (Huge); old 25-26 HD

(Huge); very old 28-29 HD (Huge); ancient 31-32 HD

(Huge); wyrm 34-35 HD (Gargantuan); great wyrm 37+

HD (Gargantuan)

Level Adjustment: Wyrmling +2; very young +4; young

+4; juvenile +5

Amber Dragons by Age

Age Size Hit Dice (hp) Str Dex Con Int Wis Cha

Base At-

tack/

Grapple Attack

Fort

Save

Ref

Save

Will

Save

Breath

Weapon

(DC)

Frightful

Presence

DC

Wyrmling T 3d12+3 (22) 11 10 13 10 11 10 +3/-5 +5 +4 +3 +3 1d8 (12) -

Very Young S 6d12+6 (45) 13 10 13 12 13 12 +6/+3 +8 +6 +5 +6 2d8 (14) -

Young M 9d12+18 (76) 15 10 15 12 13 12 +9/+11 +11 +8 +6 +7 3d8 (16) -

Juvenile L 12d12+36 (114) 19 10 17 14 15 14 +12/+20 +15 +11 +8 +10 4d8 (19) -

Young Adult L 15d12+60 (157) 21 10 19 14 15 14 +15/+24 +19 +13 +9 +11 5d8 (21) 19

Adult L 18d12+72 (189) 23 10 19 16 17 16 +18/+28 +23 +15 +11 +14 6d8 (23) 22

Mature Adult H 21d12+105 (241) 27 10 21 16 17 16 +21/+37 +27 +17 +12 +15 7d8 (25) 23

Old H 24d12+120 (276) 29 10 21 18 19 18 +24/+41 +31 +19 +14 +18 8d8 (27) 26

Very Old H 27d12+162 (337) 31 10 23 18 19 18 +27/+45 +35 +21 +15 +19 9d8 (29) 27

Ancient H 30d12+180 (375) 33 10 23 20 21 20 +30/+49 +39 +23 +17 +22 10d8 (31) 30

Wyrm G 33d12+231 (445) 35 10 25 20 21 20 +33/+57 +41 +25 +18 +23 11d8 (33) 31

Great Wyrm G 36d12+288 (522) 37 10 27 22 23 22 +36/+61 +45 +28 +20 +26 12d8 (36) 34

Amber Dragon Abilities by Age

Age Speed Init AC Special Abilities

Caster

Level* SR

Wyrmling 40 ft. (8 squares), fly 100 ft. (average) +0 14 (+2s, +2n), touch 12, flat-footed 14 Immunity to fire, and poison - -

Very Young 40 ft. (8 squares), fly 100 ft. (average) +0 16 (+1s, +5n), touch 11, flat-footed 16 Blink - -

Young 40 ft. (8 squares), fly 150 ft. (poor) +0 18 (+8n), touch 10, flat-footed 18 - 1st -

Juvenile 40 ft. (8 squares), fly 150 ft. (poor) +0 20 (-1s, +11n), touch 9, flat-footed 20 - 3rd -

Young Adult 40 ft. (8 squares), fly 150 ft. (poor) +0 23 (-1s, +14n), touch 9, flat-footed 23 DR 5/magic, wild shape 5th 18

Adult 40 ft. (8 squares), fly 150 ft. (poor) +0 26 (-1s, +17n), touch 9, flat-footed 26 - 7th 19

Mature Adult 40 ft. (8 squares), fly 150 ft. (poor) +0 28 (-2s, +20n), touch 8, flat-footed 28 DR 10/magic 9th 20

Old 40 ft. (8 squares), fly 150 ft. (poor) +0 31 (-2s, +23n), touch 8, flat-footed 31 - 11th 22

Very Old 40 ft. (8 squares), fly 150 ft. (poor) +0 34 (-2s, +26n), touch 8, flat-footed 34 DR 15/magic 13th 24

Ancient 40 ft. (8 squares), fly 150 ft. (poor) +0 37 (-2s, +29n), touch 8, flat-footed 37 - 15th 26

Wyrm 40 ft. (8 squares), fly 200 ft. (clumsy) +0 38 (-4s, +32n), touch 6, flat-footed 38 DR 20/magic 17th 27

Great Wyrm 40 ft. (8 squares), fly 200 ft. (clumsy) +0 41 (-4s, +35n), touch 6, flat-footed 41 - 19th 28

*Can also cast druid spells as arcane spells.

The dragon is sleek and sinuous its scales glistening in the

moonlight. The dragon’s scales are reddish brown with

darker yellow-green bands along the dragon’s neck, back,

and tail. The dragon’s head is thin and long, with two long

horns point backwards from its head, and a single long

horn on its snout. A sticky red-brown substance drips from

the creature’s fangs. The creature spreads its large wings,

and then suddenly it fades from view.

Amber dragons, sometimes also called blink dragons, are

a race of neutral dragons that live in harmony with nature.

On hatching an amber dragon's scales are light brown and

soft, but they quickly harden and take on the red-brown hue

of amber. As the dragon matures the color deepens and yel-

low-green bands start to form on the dragons back.

Amber dragons dwell in large hollows in their native for-

ests, often digging out a deep burrow beneath a large oak or

similar tree, but they are not adverse to lair in natural cav-

erns if such are available in their forested homes. Smaller

specimens have been known to lair in hollowed out trees.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular creature

in their habitat, a few amber dragons however, gain a taste

Page 3: Dragon, Amber, By Age With Druid Class Reformated

3

for the flesh of sentient beings, but these are few and fare

between.

Combat

Amber dragons prefer to use their cunning and trickery to

take down their foes, using their blink ability combined with

their breath weapon to gain the upper hand. If seriously

threatened it is not adverse to fleeing, just to come back lat-

er and using hit and run tactics. Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals fire

damage, those that fail their save against the breath weapon are

entangled for 1d4 rounds per age category of the dragon. An en-

tangled creature can make an opposed strength check against

the breath weapons DC to break free as a standard action. Crea-

tures that are immune to fire must still make a save against the

breath weapon to avoid getting entangled.

Blink (Sp): A very young or older amber dragon can use this ability as

the spell once per day for each two age categories it is, thus an

adult amber dragon can use the ability three times per day. This is

as the spell cast by a sorcerer of the dragon’s age category or its

caster level whichever is higher. The range is personal.

Wild Shape (Su): A young adult or older amber dragon can wild

shape just as a druid of the same caster level, with the following

restriction: The amber dragon can only assume animal shapes of

tiny to huge size, and it can only choose one animal form for each

use of wild shape it possesses. It need not use each wild shape use

on a different animal. Thus a very old amber dragon could wild

shape up to four times per day and has access to four different

animal forms of tiny to huge size to choose from. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

1995 Wizards of the Coast, Inc.

Originally found in Monstrous Compendium Annual 3

Page 4: Dragon, Amber, By Age With Druid Class Reformated

4

AMBER DRAGON

The dragon is sleek and sinuous its scales glistening in the moonlight. The dragon’s scales are reddish brown with darker

yellow-green bands along the dragon’s neck, back, and tail. The dragon’s head is thin and long, with two long horns point

backwards from its head, and a single long horn on its snout. A sticky red-brown substance drips from the creature’s fangs.

The creature spreads its large wings, and then suddenly it fades from view.

AMBER DRAGON, WYRMLING CR 2

Always neutral Tiny Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +6,

Spot +6

Languages Draconic --------------------------------------------------------------------------------------------------- AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)

hp 22 (3d12+3)

Fort +4, Ref +3, Will +3

Defensive Abilities

Immune fire, poison, sleep an paralysis effects --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 100 ft. (average)

Base Atk +3; Grp -5

Melee bite +5 (1d4) and

2-claws +3 (1d3)

Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)

Special Attacks breath weapon (15’ cone of superheated and

very sticky sap, fire damage 1d8, and entangled for 1d4 rounds,

DC 12 half and not entangled) ---------------------------------------------------------------------------------------------------

TACTICS

Wyrmling Amber dragons prefer to use their cunning and

trickery, combined with their breath weapon to take down

their foes, and gain the upper hand. If seriously threatened

they are not adverse to fleeing, just to come back later and

using hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10

Feats Improved Initiative, Multiattack

Skills Bluff +0, Climb +1, Concentration +3, Diplomacy +3, Escape

Artist +2, Intimidate +2, Jump +1, Knowledge (geography) +1,

Knowledge (local) +1, Knowledge (nature) +1, Listen +6, Search

+6, Sense Motive +1, Spot +6, Survival +1, Use Magic Device +2 --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled. An entangled creature can make an op-

posed strength check against the breath weapons DC to break

free as a standard action. Creatures that are immune to fire

must still make a save against the breath weapon to avoid get-

ting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Skills: Climb, Jump, and Survival are class skills for amber dragons. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary; clutch (1d4+1)

Treasure Triple standard

Advancement 4-5 HD (Tiny) or by class; Favored Class Druid

Level Adjustment +2

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes. Smaller specimens have been known to lair

in hollowed out trees.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: On hatching an am-

ber dragon's scales are light brown and soft, but they

quickly harden and take on the red-brown hue of amber.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 5: Dragon, Amber, By Age With Druid Class Reformated

5

AMBER DRAGON, VERY YOUNG CR 3

Always neutral Small Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +10,

Spot +10

Languages Common, Draconic. ---------------------------------------------------------------------------------------------------

AC 16, touch 11, flat-footed 16 (+1 size, +5 natural)

hp 45 (6d12+6);

Fort +6, Ref +5, Will +6

Immune fire, poison, sleep an paralysis effects

SR 6 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 100 ft. (average)

Melee bite +8 (1d6+1) and

2-claws +6 (1d4)

Base Atk +6; Grp +3

Space 5 ft.; Reach 5 ft.

Special Attacks breath weapon (20’ cone of superheated and

very sticky sap, fire damage 2d8, and entangled for 2d4 rounds,

DC 14 half and not entangled)

Spell-Like Abilities (CL 2nd):

1/day—Blink ---------------------------------------------------------------------------------------------------

TACTICS

Very Young Amber dragons prefer to use their cunning

and trickery to take down their foes, using their blink abil-

ity combined with their breath weapon to gain the upper

hand. If seriously threatened it is not adverse to fleeing,

just to come back later and using hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 10

Skills Bluff +1, Climb +2, Concentration +4, Diplomacy +6, Disguise

+1, Escape Artist +3, Intimidate +4, Jump +2, Knowledge (geog-

raphy) +2, Knowledge (local) +2, Knowledge (nature) +2, Listen

+10, Search +10, Sense Motive +3, Spot +10, Survival +5, Use Mag-

ic Device +4

Feats Awaken Spell Resistance, Improved Initiative, Multiattack

SQ blink --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage; those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A very young or older amber dragon can use this ability

as the spell once per day for each two age categories it is, thus

an adult amber dragon can use the ability three times per day.

This is as the spell cast by a sorcerer of the dragon’s age catego-

ry or its caster level whichever is higher. The range is personal. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary; clutch (1d4+1)

Treasure Triple standard

Advancement 7-8 HD (Small) or by class; Favored Class Druid

Level Adjustment +4

Amber dragons, sometimes also called blink dragons, are

a race of neutral dragons that live in harmony with na-

ture.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their

forested homes. Smaller specimens have been known to

lair in hollowed out trees.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain

a taste for the flesh of sentient beings, but these are few

and fare between.

Typical Physical Characteristics: A very young amber

dragon's scales are the red-brown hue of amber.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 6: Dragon, Amber, By Age With Druid Class Reformated

6

AMBER DRAGON, YOUNG CR 5

Always neutral Medium Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +13,

Spot +13

Languages Common, Draconic. --------------------------------------------------------------------------------------------------- AC 18, touch 10, flat-footed 18 (+8 natural)

hp 76 (9d12+18)

Fort +8, Ref +6, Will +7

Immune fire, poison, sleep an paralysis effects

SR 9 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +11 (1d8+2) and

2-claws +9/+4 (1d6+1) and

2-wings +9 (1d4+1)

Base Atk +9; Grp +11

Space 5 ft.; Reach 5 ft.

Special Attacks breath weapon (30’ cone of superheated and

very sticky sap, fire damage 3d8, and entangled for 3d4 rounds,

DC 16 half and not entangled)

Spell-Like Abilities (CL 3rd):

1/day—Blink

Sorcerer* Spells Prepared (CL 1st):

1st (Cast oooo) -- Mage Armor, Shield

0(Cast ooooo) -- Detect Magic, Mage Hand, Ray of Frost, Resistance

*Can cast druid spells as arcane spells. ---------------------------------------------------------------------------------------------------

TACTICS Young Amber dragons will always attack orcs, they prefer

to use their cunning and trickery to take down their foes,

using their blink ability combined with their breath weap-

on to gain the upper hand. If seriously threatened it is not

adverse to fleeing, just to come back later and using hit

and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12

Skills Bluff +1, Climb +3, Concentration +6, Diplomacy +8, Disguise

+1, Escape Artist +4, Intimidate +5, Jump +3, Knowledge (geog-

raphy) +3, Knowledge (local) +3, Knowledge (nature) +6, Listen

+13, Search +13, Sense Motive +4, Spot +13, Survival +6, Swim +2,

Use Magic Device +5

Feats Awaken Spell Resistance, Improved Init., Multi-attack, Rapid

Strike (claws)

SQ blink --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): This is as the spell cast by a 3rd level sorcerer. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary; clutch (1d4+1)

Treasure Triple standard

Advancement 10-11 HD (Medium) or by class;

Favored Class Druid

Level Adjustment +4

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A young amber

dragon's scales are a dark red-brown hue of amber.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 7: Dragon, Amber, By Age With Druid Class Reformated

7

AMBER DRAGON, JUVENILE CR 8

Always neutral Large Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +17,

Spot +17

Languages Common, Draconic, Sylvan ---------------------------------------------------------------------------------------------------

AC 20, touch 9, flat-footed 20 (-1 size, +11 natural)

hp 114 (12d12+36)

Fort +11, Ref +8, Will +10

Immune fire, poison, sleep an paralysis effects

SR 12 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +15 (2d6+4) and

2-claws +13/+8 (2d6+2) and

2-wings +13 (1d6+2) and

tail snap +13 (1d8+6)

Base Atk +12; Grp +20

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (40’ cone of superheated and

very sticky sap, fire damage 4d8, and entangled for 4d4 rounds,

DC 19 half and not entangled)

Spell-Like Abilities (CL 4th):

2/day—Blink

Sorcerer* Spells Prepared (CL 3rd):

1st (cast oooooo times) -- Mage Armor, Ray of Enfeeblement, Shield

0(cast oooooo times) -- Daze, Detect Magic, Mage Hand, Ray of Frost,

Resistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS

Juvenile amber dragons will always attack orcs, they pre-

fer to use their cunning and trickery to take down their

foes, using their blink ability combined with their breath

weapon to gain the upper hand. If seriously threatened it is

not adverse to fleeing, just to come back later and using

hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14

Skills Bluff +2, Climb +6, Concentration +10, Diplomacy +10, Dis-

guise +2, Escape Artist +4, Gather Information +2, Intimidate +7,

Jump +5, Knowledge (arcana) +4, Knowledge (geography) +4,

Knowledge (local) +4, Knowledge (nature) +9, Listen +17, Search

+17, Sense Motive +6, Spot +17, Survival (aboveground) +9, Sur-

vival (underground) +7, Swim +4, Use Magic Device +8

Feats Awaken Spell Resistance, Improved Init., Improved Natural

Attack (claws), Multi-attack, Rapid Strike (claws)

SQ blink --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a

standard action. Creatures that are immune to fire must still

make a save against the breath weapon to avoid getting en-

tangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A amber dragon can use this ability as the spell once

per day for each two age categories. The range is personal. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary; clutch (1d4+1)

Treasure Triple standard

Advancement 13-14 HD (Large) or by class; Favored Class Druid

Level Adjustment +5

Amber dragons, sometimes also called blink dragons, are

a race of neutral dragons that live in harmony with na-

ture.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A juvenile amber

dragon's scales are light amber.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 8: Dragon, Amber, By Age With Druid Class Reformated

8

AMBER DRAGON, YOUNG ADULT CR 10

Always neutral Large Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +20,

Spot +20

Languages Common, Draconic, Sylvan

Aura Frightful Presence DC 19 ---------------------------------------------------------------------------------------------------

AC 23, touch 9, flat-footed 23 (-1 size, +14 natural)

hp 157 (15d12+60); DR 5/magic

Fort +13, Ref +9, Will +11

Immune fire, poison, sleep an paralysis effects

SR 20 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +19 (2d6+5) and

2-claws +17/+12 (2d6+2) and

2-wings +17 (1d6+2) and

tail snap +17 (1d8+7)

Base Atk +15; Grp +24

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (40’ cone of superheated and

very sticky sap, fire damage 5d8, and entangled for 5d4 rounds,

DC 23 half and not entangled)

Spell-Like Abilities (CL 5th):

2/day—Blink

1/day - Wildshape

Spells Prepared (CL 5th):

2nd (cast ooooo times) -- Invisibility, See Invisibility

1st (cast ooooooo times) -- Mage Armor, Ray of Enfeeblement, Entangle,

Shield

0(cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Ray of Frost, Resistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS Young Adult Amber dragons will always attack orcs, they

prefer to use their cunning and trickery to take down their

foes, using their blink ability combined with their breath

weapon to gain the upper hand. If seriously threatened it is

not adverse to fleeing, just to come back later and using

hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 21, Dex 10, Con 19, Int 14, Wis 15, Cha 14

Skills Bluff +2, Climb +7, Concentration +14, Diplomacy +13, Dis-

guise +2, Escape Artist +5, Gather Information +2, Intimidate +8,

Jump +6, Knowledge (arcana) +7, Knowledge (geography) +5,

Knowledge (local) +4, Knowledge (nature) +9, Listen +20, Search

+20, Sense Motive +6, Spellcraft +2, Spot +20, Survival (above-

ground) +10, Survival (underground) +8, Swim +5, Use Magic De-

vice +10

Feats Ability Focus (breath weapon), Awaken Spell Resistance,

Improved Init., Improved Natural Attack (claws), Multi-attack,

Rapid Strike (claws)

SQ blink, wild shape --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): This is as the spell cast by a sorcerer of the dragon’s age

category or its caster level whichever is higher. The range is per-

sonal.

Wild Shape (Su): A amber dragon can wild shape just as a druid of

the same caster level, with the following restriction: The amber

dragon can only assume animal shapes of tiny to huge size, and

it can only choose one animal form for each use of wild shape it

possesses. It need not use each wild shape use on a different an-

imal. If the dragon later gains the wild shape ability from class

levels, the uses per day stack and it uses the limitations of its in-

nate ability or the class, whichever is better for the dragon. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary; clutch (1d4+1)

Treasure Triple standard

Advancement 16-17 HD (Large) or by class; Favored Class Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A young adult amber

dragon's scales are amber in color.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 9: Dragon, Amber, By Age With Druid Class Reformated

9

AMBER DRAGON, ADULT CR 11

Always neutral Large Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +24,

Spot +24

Languages Common, Draconic, Elven, Sylvan

Aura Frightful Presence DC 22 ---------------------------------------------------------------------------------------------------

AC 26 (-1 size, +17 natural), touch 9, flat-footed 26

hp 189 (18d12+72); DR 5/magic

Fort +15, Ref +11, Will +14

Immune fire, poison, sleep an paralysis effects

SR 21 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +23 (2d6+6) and

2-claws +21/+16 (2d6+3) and

2-wings +21 (1d6+3) and

tail snap +21 (1d8+9)

Base Atk +18; Grp +28

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (40’ cone of superheated and

very sticky sap, fire damage 6d8, and entangled for 6d4 rounds,

DC 25 half and not entangled)

Spell-Like Abilities (CL 7th):

3/day—Blink

2/day - Wildshape

Spells Prepared (CL 7th):

3rd (cast ooooo times) -- Clairaudience/Clairvoyance, Lighting Blot

2nd (cast ooooooo times) -- Invisibility, Melf' Acid Arrow, See Invisibility

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0(cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Open/Close, Ray of Frost, Resistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS Adult Amber dragons will always attack orcs, they prefer

to use their cunning and trickery to take down their foes,

using their blink ability combined with their breath weap-

on to gain the upper hand. If seriously threatened it is not

adverse to fleeing, just to come back later and using hit

and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 23, Dex 10, Con19, Int 16, Wis 17, Cha 16

Feats Ability Focus (breath Weapon), Awaken Spell Resistance,

Improved Init., Improved Natural Attack (claws), Multi-attack,

Rapid Strike (claws), Wingover

Skills Bluff +3, Climb +8, Concentration +17, Diplomacy +17, Dis-

guise +3, Escape Artist +6, Gather Information +3, Intimidate +10,

Jump +7, Knowledge (arcana) +11, Knowledge (geography) +7,

Knowledge (local) +7, Knowledge (nature) +10, Listen +24,

Search +24, Sense Motive +8, Spot +24, Survival (aboveground)

+11, Survival (underground) +9, Swim +6, Use Magic Device +13

SQ blink, wild shape --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A amber dragon can use this ability as the spell once

per day for each two age categories it is, thus an adult amber

dragon can use the ability three times per day. This is as the spell

cast by a sorcerer of the dragon’s age category or its caster

level whichever is higher. The range is personal.

Wild Shape (Su): A amber dragon can wild shape just as a druid of

the same caster level, with the following restriction: The amber

dragon can only assume animal shapes of tiny to huge size, and

it can only choose one animal form for each use of wild shape it

possesses. It need not use each wild shape use on a different an-

imal. If the dragon later gains the wild shape ability from class

levels, the uses per day stack and it uses the limitations of its in-

nate ability or the class, whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary

Treasure Triple standard

Advancement 19-20 HD (Large); or by class; Favored Class Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A adult amber drag-

on's scales are amber in color with light yellow-green

bands on its back.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 10: Dragon, Amber, By Age With Druid Class Reformated

10

AMBER DRAGON, MATURE ADULT CR 12

Always neutral Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27,

Spot +27

Languages Common, Draconic, Elven, Sylvan

Aura Frightful Presence DC 23 ---------------------------------------------------------------------------------------------------

AC 28, touch 8, flat-footed 28 (-2 size, +20 natural),

hp 241 (21d12+105); DR 10/magic

Fort +17, Ref +12, Will +15

Immune fire, poison, sleep an paralysis effects

SR 22 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +27 (2d8+8) and

2-claws +25/+20 (3d6+4) and

2-wings +25 (1d8+4) and

tail snap +25 (2d6+12)

or crush (15x10 ft. area Ref DC 25 for half damage and not

pinned, 2d8+12 and pinned)

Base Atk +21; Grp +37

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 7d8, and entangled for 7d4 rounds,

DC 27 half and not entangled)

Spell-Like Abilities (CL 9th):

3/day—Blink

3/day - Wildshape

Spells Prepared (CL 9th):

4th (cast oooo times) -- Dispel Magic, Rusting Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Blot

2nd (cast ooooooo times) -- Invisibility, Melf' Acid Arrow, See Invisibility,

Speak with Animals

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Open/Close, Ray of Frost, Read Magic, Resistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS Mature Adult Amber dragons will always attack orcs, they

prefer to use their cunning and trickery to take down their

foes, using their blink ability combined with their breath

weapon to gain the upper hand. If seriously threatened it is

not adverse to fleeing, just to come back later and using

hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16

Skills Bluff +3, Climb +10, Concentration +21, Diplomacy +20, Dis-

guise +3, Escape Artist +7, Gather Information +5, Intimidate +12,

Jump +9, Knowledge (arcana) +14, Knowledge (geography) +7,

Knowledge (local) +8, Knowledge (nature) +10, Listen +27,

Search +27, Spellcraft +9, Spot +27, Survival (aboveground) +11,

Survival (underground) +9, Use Magic Device +14

Feats Ability Focus (breath Weapon), Awaken Spell Resistance,

Flyby Attack, Improved Init., Improved Natural Attack (claws),

Multi-attack, Rapid Strike (claws), Wingover

SQ blink, wild shape --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A very young or older amber dragon can use this ability

as the spell once per day for each two age categories it is, thus

an adult amber dragon can use the ability three times per day.

This is as the spell cast by a sorcerer of the dragon’s age catego-

ry or its caster level whichever is higher. The range is personal.

Wild Shape (Su): A young adult or older amber dragon can wild

shape just as a druid of the same caster level, with the following

restriction: The amber dragon can only assume animal shapes of

tiny to huge size, and it can only choose one animal form for

each use of wild shape it possesses. It need not use each wild

shape use on a different animal. Thus a very old amber dragon

could wild shape up to four times per day and has access to four

different animal forms of tiny to huge size to choose from. If the

dragon later gains the wild shape ability from class levels, the us-

es per day stack and it uses the limitations of its innate ability or

the class, whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Crush (Ex): Crush attacks are effective only against opponents

three or more size categories smaller than the dragon (though it

can attempt normal overrun or grapple attacks against larger

opponents).

A crush attack affects as many creatures as can fit under the

dragon’s body. Creatures in the affected area must succeed on

a Reflex save or be pinned, automatically taking bludgeoning

damage during the next round unless the dragon moves off

them. If the dragon chooses to maintain the pin, treat it as a

normal grapple attack. Pinned opponents take damage from

the crush each round if they don’t escape. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary; or family (pair of mature adults plus 1d4+1

offspring)

Treasure Triple standard

Advancement 22-23 (Huge); or by class; Favored Class Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A mature adult am-

ber dragon's scales are amber in color with yellow-green

bands on its back.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 11: Dragon, Amber, By Age With Druid Class Reformated

11

AMBER DRAGON, OLD CR 14

Always neutral Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +31,

Spot +31

Languages Common, Draconic, Elven, Orc, Sylvan

Aura Frightful Presence DC 26 ---------------------------------------------------------------------------------------------------

AC 31 (-2 size, +23 natural), touch 8, flat-footed 31

hp 276 (24d12+120); DR 10/magic

Fort +19, Ref +14, Will +18

Immune fire, poison, sleep an paralysis effects

SR 24 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +31 (2d8+9) and

2-claws +29/+24 (3d6+4) and

2-wings +29 (1d8+4) and

tail snap +29 (2d6+13 0

or crush (15x10 ft. area Ref DC 27 for half damage and

not pinned, 2d8+13)

Base Atk +24; Grp +41

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 8d8, and entangled for 8d4 rounds,

DC 29 half and not entangled)

Spell-Like Abilities (CL 11th):

4/day—Blink

4/day - Wildshape

Spells Prepared (CL 11th):

5th (cast oooo times) -- Teleport, Wall of Thorns

4th (cast ooooooo times) -- Dispel Magic, Fire Shield, Rusting Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow,

See Invisibility, Speak with Animals

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS Old Amber dragons will always attack orcs, they prefer to

use their cunning and trickery to take down their foes, us-

ing their blink ability combined with their breath weapon

to gain the upper hand. If seriously threatened it is not ad-

verse to fleeing, just to come back later and using hit and

run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18

Skills Bluff +4, Climb* +11, Concentration +24, Diplomacy +24, Dis-

guise +4, Escape Artist* +8, Gather Information +6, Intimidate

+13, Jump* +11, Knowledge (arcana) +18, Knowledge (geogra-

phy) +9, Knowledge (local) +9, Knowledge (nature) +11, Listen

+31, Search +31, Sense Motive +11, Spellcraft +12, Spot +31, Sur-

vival (aboveground) +14, Survival (aboveground avoid getting

lost, hazards) +16, Survival (underground) +12, Swim* +9, Use

Magic Device +17

Feats Ability Focus (breath Weapon), Awaken Spell Resistance,

Flyby Attack, Hover, Improved Init., Improved Natural Attack

(claws), Multi-attack, Rapid Strike (claws), Wingover

SQ blink, wild shape ---------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A amber dragon can use this ability as the spell once

per day for each two age categories. This is as the spell cast by

a sorcerer of the dragon’s age category or its caster level

whichever is higher. The range is personal.

Wild Shape (Su): A amber dragon can wild shape just as a druid of

the same caster level, with the following restriction: The amber

dragon can only assume animal shapes of tiny to huge size, and

it can only choose one animal form for each use of wild shape it

possesses. It need not use each wild shape use on a different an-

imal. Thus a very old amber dragon could wild shape up to four

times per day and has access to four different animal forms of

tiny to huge size to choose from. If the dragon later gains the

wild shape ability from class levels, the uses per day stack and it

uses the limitations of its innate ability or the class, whichever is

better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary

Treasure Triple standard

Advancement 25-26 HD (Huge); or by class; Favored Class Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A old amber drag-

on's scales are dark amber with yellow-green bands on its

back.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 12: Dragon, Amber, By Age With Druid Class Reformated

12

AMBER DRAGON, VERY OLD CR 16

Always neutral Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +34,

Spot +34

Languages Common, Draconic, Elven, Orc, Sylvan

Aura Frightful Presence DC 27 ---------------------------------------------------------------------------------------------------

AC 34, touch 8, flat-footed 34 (-2 size, +26 natural)

hp 337 (27d12+162); DR 15/magic

Fort +21, Ref +15, Will +19

Immune fire, poison, sleep an paralysis effects

SR 27 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +35 (2d8+10) and

2-claws +35/+30 (3d6+5) and

2-wings +35 (1d8+5) and

tail snap +35 (2d6+15)

or crush (15x10 ft. area Ref DC 29 for half damage and not

pinned, 2d8+15 and pinned)

Base Atk +24; Grp +41

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 9d8, and entangled for 9d4 rounds,

DC 31 half and not entangled)

Spell-Like Abilities (CL 13th):

4/day—Blink

4/day - Wildshape

Spells Prepared (CL 13th):

6th (cast oooo times) -- Chain Lighting, True Seeing

5th (cast oooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Dispel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow,

See Invisibility, Speak with Animals

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS Very Old Amber dragons will always attack orcs, they

prefer to use their cunning and trickery to take down their

foes, using their blink ability combined with their breath

weapon to gain the upper hand. If seriously threatened it is

not adverse to fleeing, just to come back later and using

hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 31, Dex 10, Con 23, Int 18, Wis 18, Cha 19

Skills Bluff +4, Climb +12, Concentration +28, Diplomacy +27, Dis-

guise +4, Escape Artist +9, Gather Information +6, Intimidate +15,

Jump +12, Knowledge (arcana) +21, Knowledge (geography)

+9, Knowledge (local) +10, Knowledge (nature) +12, Listen +34,

Search +34, Sense Motive +11, Spellcraft +15, Spot +34, Survival

(aboveground) +15, Survival (aboveground avoid getting lost,

hazards) +17, Survival (underground) +13, Swim +10, Use Magic

Device +20

Feats Ability Focus (breath Weapon), Awaken Spell Resistance,

Flyby Attack, Hover, Improved Init., Improved Multi-attack, Im-

proved Natural Attack (claws), Multi-attack, Rapid Strike (claws),

Wingover,

SQ blink, wild shape

--------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A amber dragon can use this ability as the spell once

per day for each two age categories. The range is personal.

Wild Shape (Su): A amber dragon can wild shape just as a druid of

the same caster level, with the following restriction: The amber

dragon can only assume animal shapes of tiny to huge size, and

it can only choose one animal form for each use of wild shape it

possesses. It need not use each wild shape use on a different an-

imal. Thus a very old amber dragon could wild shape up to four

times per day and has access to four different animal forms of

tiny to huge size to choose from. If the dragon later gains the

wild shape ability from class levels, the uses per day stack and it

uses the limitations of its innate ability or the class, whichever is

better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary

Treasure Triple standard

Advancement 28-29 HD (Huge) or by class; Favored Class Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A very old amber

dragon's scales are dark amber with dark yellow-green

bands on its back.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 13: Dragon, Amber, By Age With Druid Class Reformated

13

AMBER DRAGON, ANCIENT CR 18

Always neutral Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +21,

Spot +23

Languages Common, Draconic, Elven, Orc, Sylvan, Terran

Aura Frightful Presence DC 30 ---------------------------------------------------------------------------------------------------

AC 37, touch 8, flat-footed 37 (-2 size, +29 natural)

hp 375 (30d12+180); DR 15/magic

Fort +23, Ref +17, Will +22

Immune fire, poison, sleep an paralysis effects

SR 30 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 170 ft. (poor)

Melee bite +39 (2d8+11) and

2-claws +39/+32 (3d6+5) and

2-wings +39(1d8+5) and

tail snap +39 (2d6+16)

or crush (15x10 ft. area Ref DC 31 for half damage and not

pinned, 2d8+16 and pinned)

Base Atk +30; Grp +49

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 10d8, and entangled for 9d4

rounds, DC 33 half and not entangled)

Spell-Like Abilities (CL 15th):

5/day—Blink

4/day - Wildshape

Spells Prepared (CL 15th):

7th (cast oooo times) -- Creeping Doom, Spell Turning

6th (cast oooooo times) -- Chain Lighting, Disintegrate, True Seeing

5th (cast ooooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Desjpel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow,

See Invisibility, Speak with Animals

1st (cast oooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement,

Entangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS

Anicient Amber dragons will always attack orcs, they pre-

fer to use their cunning and trickery to take down their

foes, using their blink ability combined with their breath

weapon to gain the upper hand. If seriously threatened it is

not adverse to fleeing, just to come back later and using

hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 33, Dex 10, Con 23, Int 20, Wis 21, Cha 20

SQ blink, wild shape

Skills Bluff +5, Climb +13, Concentration +31, Diplomacy +31, Dis-

guise +5, Escape Artist +12, Gather Information +7, Intimidate

+16, Jump +13, Knowledge (arcana) +25, Knowledge (geogra-

phy) +10, Knowledge (local) +12, Knowledge (nature) +14, Listen

+38, Search +38, Sense Motive +15, Spellcraft +19, Spot +38, Sur-

vival (aboveground) +17, Survival (aboveground avoid getting

lost, hazards) +19, Survival (underground) +15, Swim +11, Use

Magic Device +22

Feats Ability Focus (breath Weapon), Awaken Spell Resistance,

Flyby Attack, Hover, Improved Init., Improved Multi-attack, Im-

proved Natural Attack (claws), Improved Speed (fly +20 ft.), Mul-

ti-attack, Rapid Strike (claws), Wingover --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A amber dragon can use this ability as the spell once

per day for each two age categories. The range is personal.

Wild Shape (Su): A amber dragon can wild shape just as a druid of

the same caster level, with the following restriction: The amber

dragon can only assume animal shapes of tiny to huge size, and

it can only choose one animal form for each use of wild shape it

possesses. It need not use each wild shape use on a different an-

imal. If the dragon later gains the wild shape ability from class

levels, the uses per day stack and it uses the limitations of its in-

nate ability or the class, whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary

Treasure Triple standard

Advancement 31-32 HD (Huge) or by class; Favored Class Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: An ancient amber

dragon's scales are a deep dark amber, with dark yellow-

green bands on its back.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 14: Dragon, Amber, By Age With Druid Class Reformated

14

AMBER DRAGON, WYRM CR 19

Always neutral Gargantuan Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +43,

Spot +43

Languages Common, Draconic, Elven, Orc, Sylvan, Terran

Aura Frightful Presence DC 31 ---------------------------------------------------------------------------------------------------

AC 38, touch 6, flat-footed 38 (-4 size, +32 natural)

hp 445 (33d12+231); DR 20/magic

Fort +25, Ref +18, Will +23

Defensive Abilities

Immune fire, poison, sleep an paralysis effects

SR 33 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 220 ft. (clumsy)

Melee bite +41 (4d6+12) and

2-claws +41/+36 (3d8+6) and

2-wings +41 (2d6+6) and

tail snap +41 (2d8+18) and

or tail sweep (30 ft. Radius, 180 degrees, Ref DC 33 for half

damage 2d6+18)

or crush (20x15 ft. area Ref DC 33 for half damage and not

pinned, 4d6+18 and pinned)

Base Atk +33; Grp +57

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (60’ cone of superheated and

very sticky sap, fire damage 11d8, and entangled for 10d4

rounds, DC 35 half and not entangled)

Spell-Like Abilities (CL 17th):

5/day—Blink

4/day - Wildshape

Spells Prepared (CL 17th):

8th (cast oooo times) -- Sunburst, Whirlwind

7th (cast oooooo times) -- Creeping Doom, Spell Turning, Sunbeam

6th (cast oooooo times) -- Chain Lighting, Disintegate, True Seeing

5th (cast ooooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Desjpel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf's Acid Ar-

row, See Invisibility, Speak with Animals

1st (cast oooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement,

Entangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS

Wrym Amber dragons will always attack orcs, they prefer

to use their cunning and trickery to take down their foes,

using their blink ability combined with their breath weap-

on to gain the upper hand. If seriously threatened it is not

adverse to fleeing, just to come back later and using hit

and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20

Skills Bluff +5, Climb +14, Concentration +34, Diplomacy +33, Dis-

guise +5, Escape Artist +14, Gather Information +7, Intimidate

+18, Jump +14, Knowledge (arcana) +28, Knowledge (geogra-

phy) +12, Knowledge (local) +14, Knowledge (nature) +16, Listen

+43, Search +41, Sense Motive +17, Spellcraft +21, Spot +43, Sur-

vival (aboveground) +18, Survival (aboveground avoid getting

lost, hazards) +20, Survival (underground) +16, Swim +12, Use

Magic Device +24, Use Magic Device (scrolls) +26

Feats Ability Focus (breath Weapon), Alertness, Awaken Spell Re-

sistance, Flyby Attack, Hover, Improved Init., Improved Multi-

attack, Improved Natural Attack (claws), Improved Speed (fly

+20 ft.), Multi-attack, Rapid Strike (claws), Wingover

SQ blink, wild shape --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A amber dragon can use this ability as the spell once

per day for each two age categories. The range is personal.

Wild Shape (Su): A amber dragon can wild shape just as a druid of

the same caster level, with the following restriction: The amber

dragon can only assume animal shapes of tiny to huge size, and

it can only choose one animal form for each use of wild shape it

possesses. It need not use each wild shape use on a different an-

imal. Thus a very old amber dragon could wild shape up to four

times per day and has access to four different animal forms of

tiny to huge size to choose from. If the dragon later gains the

wild shape ability from class levels, the uses per day stack and it

uses the limitations of its innate ability or the class, whichever is

better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary

Treasure Triple standard

Advancement 34-35 HD (Gargantuan) or by class; Favored Class

Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A wyrm amber

dragon's scales are a deep dark amber, with dark, dark yel-

low-green bands on its back.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 15: Dragon, Amber, By Age With Druid Class Reformated

15

AMBER DRAGON, GREAT WYRM CR 20

Always neutral Gargantuan Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27,

Spot +30

Languages Common, Draconic, Elven, Giant, Orc, Sylvan, Terran

Aura Frightful Presence DC 34 --------------------------------------------------------------------------------------------------- AC 41, touch 6, flat-footed 41 (-4 size, +35 natural)

hp 522 (36d12+288); DR 20/magic, 2/-

Fort +28, Ref +20, Will +26

Defensive Abilities

Immune fire, poison, sleep an paralysis effects

SR 36 --------------------------------------------------------------------------------------------------- Spd 40 ft. (8 squares), fly 220 ft. (clumsy)

Melee bite +45 (4d6+13) and

2-claws +43/+38 (3d8+6) and

2-wings +43(2d6+6) and

tail snap +43 (2d8+19) and

tail sweep (30 ft. Radius, 180 degrees, Ref DC 36 for half

damage 2d6+19)

or crush (20x15 ft. area Ref DC 36 for half damage and not

pinned, 4d6+19 and pinned)

Base Atk +36; Grp +61

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (60’ cone of superheated and

very sticky sap, fire damage 12d8, and entangled for 12d4

rounds, DC 38 half and not entangled)

Spell-Like Abilities (CL 19th):

6/day—Blink

4/day - Wildshape

Spells Prepared (CL 19th):

9th (cast oooo times) -- Elemental Swarm, Weird

8th (cast oooooo times) -- Incendiary Cloud, Sunburst, Whirlwind

7th (cast oooooo times) -- Creeping Doom, Spell Turning, Sunbeam

6th (cast ooooooo times) -- Chain Lighting, Disintegate, True Seeing

5th (cast ooooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Desjpel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast oooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Ar-

row, See Invisibility, Speak with Animals

1st (cast oooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement,

Entangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ---------------------------------------------------------------------------------------------------

TACTICS Great Wyrm Amber dragons will always attack orcs, they

prefer to use their cunning and trickery to take down their

foes, using their blink ability combined with their breath

weapon to gain the upper hand. If seriously threatened it is

not adverse to fleeing, just to come back later and using

hit and run tactics. --------------------------------------------------------------------------------------------------- Abilities Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22

Skills Bluff +6, Climb +15, Concentration +37, Diplomacy +37, Dis-

guise +6, Escape Artist +15, Gather Information +8, Intimidate

+20, Jump +16, Knowledge (arcana) +32, Knowledge (geogra-

phy) +14, Knowledge (history) +7, Knowledge (local) +15,

Knowledge (nature) +17, Listen +47, Search +45, Sense Motive

+21, Spellcraft +25, Spot +47, Survival (aboveground) +22, Surviv-

al (aboveground avoid getting lost, hazards) +24, Survival (un-

derground) +20, Swim +13, Use Magic Device +28, Use Magic

Device (scrolls) +30

Feats Ability Focus (breath Weapon), Alertness, Awaken Spell Re-

sistance, Improved Init., Improved Multi-attack, Improved Natural

Attack (claws), Improved Speed (fly +20 ft.), Flyby Attack, Hover,

Multi-attack, Rapid Strike (claws), Thick Skinned, Wingover,

SQ blink, wild shape --------------------------------------------------------------------------------------------------- Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds per age category of the drag-

on. An entangled creature can make an opposed strength

check against the breath weapons DC to break free as a stand-

ard action. Creatures that are immune to fire must still make a

save against the breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have to-

tal concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): A very young or older amber dragon can use this ability

as the spell once per day for each two age categories it is, thus

an adult amber dragon can use the ability three times per day.

This is as the spell cast by a sorcerer of the dragon’s age catego-

ry or its caster level whichever is higher. The range is personal.

Wild Shape (Su): A young adult or older amber dragon can wild

shape just as a druid of the same caster level, with the following

restriction: The amber dragon can only assume animal shapes of

tiny to huge size, and it can only choose one animal form for

each use of wild shape it possesses. It need not use each wild

shape use on a different animal. Thus a very old amber dragon

could wild shape up to four times per day and has access to four

different animal forms of tiny to huge size to choose from. If the

dragon later gains the wild shape ability from class levels, the us-

es per day stack and it uses the limitations of its innate ability or

the class, whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons. --------------------------------------------------------------------------------------------------- Environment Temperate and cold forests

Organization Solitary

Treasure Triple standard

Advancement great wyrm 37+ HD (Gargantuan) or by class; Fa-

vored Class Druid

Level Adjustment --

Amber dragons, sometimes also called blink dragons,

are a race of neutral dragons that live in harmony with

nature.

They generally get along well with druids and fey, but

have a strong dislike for orcs. Some exceptional amber

dragons even gain levels in the druid class.

Environment: Amber dragons dwell in large hollows in

their native forests, often digging out a deep burrow be-

neath a large oak or similar tree, but they are not adverse

to lair in natural caverns if such are available in their for-

ested homes.

Amber dragons primarily eat woodland animals and

plants, being careful not to over-hunt any particular crea-

ture in their habitat, a few amber dragons however, gain a

taste for the flesh of sentient beings, but these are few and

fare between.

Typical Physical Characteristics: A Great Wyrm's

scales are a deep, deep dark amber, with dark, dark yel-

low-green bands on its back.

1995 Wizards of the Coast, Inc. Originally found in Monstrous Compendium Annual 3

Page 16: Dragon, Amber, By Age With Druid Class Reformated

16

Rebma's story.

When Rebma was a hatchling (under a year old) her parents and her other hatchlings were all killed by a massive

army of goblinoids, worgs, and orcs under the command of Ktaesab, a giant hobgoblin*? She was able to escape

into the deepest forest because her parents stood their ground, to give her and her other hatchlings time to escape.

She was the only one that did.

Rebma fled into woods until she was exsusted. The next day when she woke other woodland creatures, that had

fled the goblinoid army, surrounded her. A kindly old druidic treant took her under his branch and trained her to

be a druid, so she could help defend the forest.

She hates goblinoids, worgs, orcs, and any that associate with them. If she discovers that a party member is a

half-orc she hates the party also.

*Ktaeab is half ogre mage half green dragon, using his polymorph self change shape ability to look like a large/

giant (10 ft. tall) hobgoblin.

Page 17: Dragon, Amber, By Age With Druid Class Reformated

17

REBMA CR 4 Female Amber Dragon, Advanced Wyrmling, Druid 1

Neutral Tiny Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +6,

Spot +9 ----------------------------------------------------------------------------------------------------

AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)

hp 48 (5d12+5 + 1d8+1)

Fort +7, Ref +4, Will +6

Defensive Abilities

Immune fire, poison, sleep an paralysis effects ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 100 ft. (average)

Melee bite +7 (1d6) and

2-claws +5 (1d3)

Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)

Special Attacks breath weapon (15’ cone of superheated and

very sticky sap, fire damage 1d8, and entangled for 1d4 rounds,

DC 14 half and not entangled)

Druid Spells Prepared (CL 1st)

1st -- Entangle

0 -- Cure Minor Wounds, Detect Magic, Know Direction ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her forest to see if

they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion to spy. She will plan attacks against orces

and goblinoids no mater what.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her breath weapon to gain the upper hand. If the

foe is to strong for her to confront she will sabotage their camp by

letting their animals go at night, spoiling there stored clothing, food,

and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10

Base Atk +5; Grp -3

Feats Improved Init., Multiattack, Wingover

Skills Balance +0, Bluff +0, Climb +0, Concentration +9, Diplomacy

+2, Disguise +0, Escape Artist +1, Escape Artist (Rope bonds) +1,

Gather Information +0, Handle Animal +0, Heal +0, Hide +0, In-

timidate +1, Jump +0, Knowledge (geography) +3, Knowledge

(local) +3, Knowledge (nature) +7, Listen +6, Move Silently* +0,

Profession (herbalist) +0, Search +6, Search (secret doors ect) +6,

Sense Motive +3, Spellcraft +1, Spot +9, Survival +5, Survival

(aboveground) +7, Survival (tracking aboveground) +7, Survival

(aboveground avoid getting lost, hazards) +7, Survival (under-

ground) +5, Survival (underground avoid getting lost, hazards)

+5, Survival (tracking) +5, Swim +0, Use Magic Device +1

Languages Draconic, Druidic.

SQ Animal companion, nature sense, wild empathy ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 1d4 rounds. An entangled creature can

make an opposed strength check against the breath weapons

DC to break free as a standard action. Creatures that are im-

mune to fire must still make a save against the breath weapon

to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +3;

Senses low-light vision; Listen +2, Spot +14; AC 17, touch 15, flat-

footed 14 (+2 size, +3 Dex, +2 natural); hp 4 (1 HD); Fort +2, Ref

+5, Will +2; Spd 10 ft., fly 60 ft. (average); Melee Talons +5 (1d4-

2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +0; Grp −10; Str 6, Dex

17, Con 10, Int 2, Wis 14, Cha 6; Feats Weapon Finesse; Skills Lis-

ten +2, Spot +14; SQ Link, share spells

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has a duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check. ----------------------------------------------------------------------------------------------------

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs.

Environment: Rebma dwells in a hollowed out old oak

tree. Rebma eats woodland animals and plants, being

careful not to over-hunt any particular creature in their

habitat.

Typical Physical Characteristics: Rebma is 2 1/2 feet

long, with light brown-reddish scales, a thin, long head

with two long horns pointing back, and a single horn on

her snout.

Page 18: Dragon, Amber, By Age With Druid Class Reformated

18

REBMA CR 6

Female Amber Dragon, Advanced Very Young, Druid 2

N Small Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +7,

Spot +13 ----------------------------------------------------------------------------------------------------

AC 16, touch 11, flat-footed 16 (+1 size, +5 natural)

hp 77 (8d12+8 + 2d8+2)

Fort +10, Ref +6, Will +10

Defensive Abilities

Immune fire, poison, sleep an paralysis effects ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 100 ft. (average)

Melee bite +11 (1d6+1) and

2-claws +9 (1d4)

Space 5 ft. by 5 ft.; Reach 5 ft.

Special Attacks breath weapon (20’ cone of superheated and

very sticky sap, fire damage 2d8, and entangled for 2d4 rounds,

DC 14 half and not entangled)

Druid Spells Prepared (CL 2nd)

1st -- Cure Light Wounds, Entangle, Speak with Animals

0 -- Cure Minor Wounds, Detect Magic, Guidance, Know Direc-

tion

Spell-Like Abilities (CL 2nd):

1/day—Blink ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion to spy. She will plan attacks against orcs

and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 10

Base Atk +9; Grp +6

Skills Bluff +1, Climb* +1, Concentration +13, Diplomacy +6, Escape

Artist* +2, Gather Information +1, Handle Animal +2, Intimidate

+3, Jump* +1, Knowledge (geography) +4, Knowledge (local)

+4, Knowledge (nature) +12, Knowledge (religion) +4, Listen +7,

Profession (herbalist) +2, Search +8, Sense Motive +4, Spellcraft

+3, Spot +13, Survival +6, Survival (aboveground) +8, Survival

(tracking aboveground) +8, Survival (aboveground avoid get-

ting lost, hazards) +8, Survival (underground) +6, Swim* +1,

Feats Flyby Attack, Improved Initiative, Multi-attack, Wingover

Languages Draconic. Druidic, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a

cone of superheated and very sticky sap that deals fire damage, those

that fail their save against the breath weapon are entangled for 2d4

rounds. An entangled creature can make an opposed strength check

against the breath weapons DC to break free as a standard action.

Creatures that are immune to fire must still make a save against the

breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet.

Opponents the dragon can’t actually see still have total concealment

against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy

illumination and twice as well in normal light. It also has darkvision out to

120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being lost (20% if

the attacker can see Invisible –or– can target Ethereal creatures, no

chance of missing if the opponent can do both). Note that Feat: Blind-

Fight does not apply when fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becoming solid

per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the

closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack

damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20% chance of

loosing the attack or spell.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +3; Senses low-

light vision; Listen +2, Spot +14; AC 17, touch 15, flat-footed 14 (+2 size, +3

Dex, +2 natural); hp 4 (1 HD); Fort +2, Ref +5, Will +2; Spd 10 ft., fly 60 ft.

(average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk

+0; Grp −10; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Feats Weapon Fi-

nesse; Skills Listen +2, Spot +14; SQ Link, share spells

Link (Ex): A druid can handle her animal companion as a free action, or

push it as a move action, even if she doesn’t have any ranks in the

Handle Animal skill. The druid gains a +4 circumstance bonus on all wild

empathy checks and Handle Animal checks made regarding an ani-

mal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not

any spell-like ability) she casts upon herself also affect her animal

companion. The animal companion must be within 5 feet of her at the

time of casting to receive the benefit. If the spell or effect has a dura-

tion other than instantaneous, it stops affecting the animal companion

if the companion moves farther than 5 feet away and will not affect

the animal again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of “You” on her

animal companion (as a touch range spell) instead of on herself. A

druid and her animal companion can share spells even if the spells

normally do not affect creatures of the companion’s type (animal).

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and

Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability

functions just like a Diplomacy check made to improve the attitude of a

person. The druid rolls 1d20 and adds her druid level and her Charisma

modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while

wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study

each other, which means that they must be within 30 feet of one another

under normal conditions. Generally, influencing an animal in this way

takes 1 minute but, as with influencing people, it might take more or less

time.

A druid can also use this ability to influence a magical beast with an In-

telligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any

sort of undergrowth (such as natural thorns, briars, overgrown areas, and

similar terrain) at her normal speed and without taking damage or suffer-

ing any other impairment. However, thorns, briars, and overgrown areas

that have been magically manipulated to impede motion still affect her. ----------------------------------------------------------------------------------------------------

Treasure Triple standard

Rebma gets along well with druids and fey, but has a strong

dislike for gobliniods and orcs. She will make compacts with

any non-evil neutral and any good aligned creatures for defense

of the forest, especially against goblinoids and orcs.

Environment: Rebma dwells in a large hollowed out old oak

tree. Rebma eats woodland animals and plants, being careful

not to over-hunt any particular creature in their habitat.

Typical Physical Characteristics: Rebma is 4 feet long, with

light reddish-brown scales, a thin, long head with two long

backward pointing horns, and a single horn on her snout.

Page 19: Dragon, Amber, By Age With Druid Class Reformated

19

REBMA CR 8

Amber Dragon, Advanced Young, Druid 3

N Medium Advanced Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +8,

Spot +17 ----------------------------------------------------------------------------------------------------

AC 18, touch 10, flat-footed 18 (+8 natural)

hp 118 (11d12+22 + 3d8+6 HD)

Fort +12, Ref +8, Will +10

Defensive Abilities

Immune fire, poison, sleep an paralysis effects ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +15 (1d8+2) and

2-claws +13 (1d6+1) and

2-wings +13 (1d4+1)

Space 5 ft. by 5 ft.; Reach 5 ft.

Special Attacks breath weapon (30’ cone of superheated and

very sticky sap, fire damage 3d8, and entangled for 3d4 rounds,

DC 16 half and not entangled)

Druid Spells Prepared (CL 3rd)

2nd -- Summon Swarm

1st -- Cure Light Wounds, Entangle, Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction

Spell-Like Abilities (CL 3rd):

1/day—Blink

Sorcerer* Spells Prepared (CL 1st):

1st (Cast oooo) -- Mage Armor, Shield

0(Cast ooooo) -- Detect Magic, Mage Hand, Ray of Frost, Resistance

*Can cast druid spells as arcane spells. ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion to spy. She will plan attacks against orces

and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to

strong for her to confront she will sabotage their camp by letting their

animals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12

Base Atk +13; Grp +15

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting

Skills Bluff +1, Climb* +2, Concentration +15, Diplomacy +10, Es-

cape Artist* +2, Gather Information +3, Hide +0, Intimidate +6,

Jump* +2, Knowledge (geography) +4, Knowledge (local) +7,

Knowledge (nature) +16, Knowledge (religion) +4, Listen +8, Pro-

fession (herbalist) +4, Search +8, Sense Motive +4, Spot +17, Sur-

vival +9, Survival (aboveground) +11, Survival (tracking above-

ground) +11, Survival (aboveground avoid getting lost, hazards)

+11, Survival (underground) +9

Languages Draconic. Druidic, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a

cone of superheated and very sticky sap that deals fire damage, those

that fail their save against the breath weapon are entangled for 3d4

rounds. An entangled creature can make an opposed strength check

against the breath weapons DC to break free as a standard action.

Creatures that are immune to fire must still make a save against the

breath weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet.

Opponents the dragon can’t actually see still have total concealment

against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy

illumination and twice as well in normal light. It also has darkvision out to

120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being lost (20% if

the attacker can see Invisible –or– can target Ethereal creatures, no

chance of missing if the opponent can do both). Note that Feat: Blind-

Fight does not apply when fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becoming solid

per 5’ (taking 1d6 damage per 5’ if becomes solid & is shunted to the

closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack

damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20% chance of

loosing the attack or spell.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-

light vision; Listen +3, Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4

Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref +7, Will +3; Spd 10 ft., fly 60 ft.

(average); Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk

+2; Grp −8; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init.,

EvasionB, Weapon Finesse; Skills Listen +3, Spot +15; SQ Link, share spells

Link (Ex): A druid can handle her animal companion as a free action, or

push it as a move action, even if she doesn’t have any ranks in the

Handle Animal skill. The druid gains a +4 circumstance bonus on all wild

empathy checks and Handle Animal checks made regarding an ani-

mal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not

any spell-like ability) she casts upon herself also affect her animal

companion. The animal companion must be within 5 feet of her at the

time of casting to receive the benefit. If the spell or effect has a dura-

tion other than instantaneous, it stops affecting the animal companion

if the companion moves farther than 5 feet away and will not affect

the animal again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of “You” on her

animal companion (as a touch range spell) instead of on herself. A

druid and her animal companion can share spells even if the spells

normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that nor-

mally allows a Reflex saving throw for half damage, it takes no dam-

age if it makes a successful saving throw.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and

Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability

functions just like a Diplomacy check made to improve the attitude of a

person. The druid rolls 1d20 and adds her druid level and her Charisma

modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while

wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study

each other, which means that they must be within 30 feet of one another

under normal conditions. Generally, influencing an animal in this way

takes 1 minute but, as with influencing people, it might take more or less

time.

A druid can also use this ability to influence a magical beast with an In-

telligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any

sort of undergrowth (such as natural thorns, briars, overgrown areas, and

similar terrain) at her normal speed and without taking damage or suffer-

ing any other impairment. However, thorns, briars, and overgrown areas

that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural

surroundings and cannot be tracked. She may choose to leave a trail if

so desired. ----------------------------------------------------------------------------------------------------

Treasure Triple standard

Rebma gets along well with druids and fey, but has a strong

dislike for gobliniods and orcs. She will make compacts with

any non-evil neutral and any good aligned creatures for defense

of the forest, especially against goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow beneath

a large oak tree. Rebma eats woodland animals and plants, be-

ing careful not to over-hunt any particular creature in their habi-

tat.

Typical Physical Characteristics: Rebma is 8 ft. long, with

light reddish-brown scales, a thin, long head with two long

backward pointing horns, and a single horn on her snout.

Page 20: Dragon, Amber, By Age With Druid Class Reformated

20

REBMA CR 13

Amber Dragon, Advanced Juvenile, Druid 4

N Large Advanced Amber Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +12,

Spot +22 ----------------------------------------------------------------------------------------------------

AC 20, touch 9, flat-footed 20 (-1 size, +11 natural)

hp 169 (14d12+42, +4d8+12 HD)

Fort +17, Ref +12, Will +14; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, poison, sleep an paralysis effects ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +20 (2d6+4) and

2-claws +20 (1d8+2) and

2-wings +20 (1d6+2) and

Tail snap +20 (1d8+6)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (40’ cone of superheated and very

sticky sap, fire damage 4d8, and entangled for 4d4 rounds, DC 19

half and not entangled)

Druid Spells Prepared (CL 4th)

2nd -- Summon Nature's Ally II, Summon Swarm, Tree Shape

1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak with

Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify Food

and Drink

Spell-Like Abilities (CL 4th):

2/day—Blink

Sorcerer* Spells Prepared (CL 3rd):

1st (cast oooooo times) -- Mage Armor, Ray of Enfeeblement, Shield

0(cast oooooo times) -- Daze, Detect Magic, Mage Hand, Ray of Frost, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see if

they are forest friendly (i.e. Use dead wood for fires etc.). She will use

her animal companion to spy. She will plan attacks against orces and

goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath weapon

and spell ability to gain the upper hand. If the foe is to strong for her to

confront she will sabotage their camp by letting their animals go at

night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop har-

assing foes. ----------------------------------------------------------------------------------------------------

Str 19, Dex 10, Con 17, Int 14, Wis 16, Cha 14

Base Atk +17; Grp +25

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership (Cohort: Grig; Follwers: 6-1st Lvl

Elves/Gnomes/Halflings), Improved Multiattack

Skills Bluff +2, Climb* +4, Concentration +21, Diplomacy +14, Escape

Artist* +3, Gather Information +4, Handle Animal +3, Hide +0, Intimi-

date +8, Jump* +4, Knowledge (arcana) +7, Knowledge (geogra-

phy) +4, Knowledge (local) +7, Knowledge (nature) +17,

Knowledge (religion) +7, Listen +12, Profession (herbalist) +4, Search

+12, Sense Motive +7, Spellcraft +8, Spot +22, Survival +12, Survival

(aboveground) +14, Survival (tracking aboveground) +14, Survival

(aboveground avoid getting lost, hazards) +14, Survival (under-

ground) +12, Swim* +6.

Languages Draconic. Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland

Stride, Trackless Step ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath weapon, a

cone of superheated and very sticky sap that deals fire damage, those that

fail their save against the breath weapon are entangled for 4d4 rounds. An

entangled creature can make an opposed strength check against the

breath weapons DC to break free as a standard action. Creatures that are

immune to fire must still make a save against the breath weapon to avoid

getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet.

Opponents the dragon can’t actually see still have total concealment

against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumi-

nation and twice as well in normal light. It also has darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being lost (20% if

the attacker can see Invisible –or– can target Ethereal creatures, no

chance of missing if the opponent can do both). Note that Feat: Blind-

Fight does not apply when fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becoming solid per 5’

(taking 1d6 damage per 5’ if becomes solid & is shunted to the closest

available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack dam-

age typically applies.

g) able to attack creatures in the Ethereal plane with a 20% chance of loos-

ing the attack or spell.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light

vision; Listen +3, Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4 Dex, +4

natural); hp 12 (3 HD); Fort +3, Ref +7, Will +3; Spd 10 ft., fly 60 ft. (average);

Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +2; Grp −8; Str

7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weap-

on Finesse; Skills Listen +3, Spot +15; SQ Link, share spells

Link (Ex): A druid can handle her animal companion as a free action, or

push it as a move action, even if she doesn’t have any ranks in the Han-

dle Animal skill. The druid gains a +4 circumstance bonus on all wild empa-

thy checks and Handle Animal checks made regarding an animal com-

panion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any

spell-like ability) she casts upon herself also affect her animal companion.

The animal companion must be within 5 feet of her at the time of casting

to receive the benefit. If the spell or effect has duration other than instan-

taneous, it stops affecting the animal companion if the companion moves

farther than 5 feet away and will not affect the animal again, even if it re-

turns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her

animal companion (as a touch range spell) instead of on herself. A druid

and her animal companion can share spells even if the spells normally do

not affect creatures of the companion’s type (animal).

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Surviv-

al checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability

functions just like a Diplomacy check made to improve the attitude of a per-

son. The druid rolls 1d20 and adds her druid level and her Charisma modifier

to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while

wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study

each other, which means that they must be within 30 feet of one another

under normal conditions. Generally, influencing an animal in this way takes 1

minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intel-

ligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort

of undergrowth (such as natural thorns, briars, overgrown areas, and similar

terrain) at her normal speed and without taking damage or suffering any

other impairment. However, thorns, briars, and overgrown areas that have

been magically manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving

throws against the spell-like abilities of fey. ----------------------------------------------------------------------------------------------------

Organization Solitary

Treasure Triple standard

Rebma gets along well with druids and fey, but has a strong dis-

like for gobliniods and orcs. She will make compacts with any

non-evil neutral and any good aligned creatures for defense of the

forest, especially against goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow beneath a

large oak tree. Rebma eats woodland animals and plants, being

careful not to over-hunt any particular creature in their habitat.

Typical Physical Characteristics: Rebma is 10 ft. long, with

reddish-brown scales, a thin, long head with two long backward

pointing horns, and a single horn on her snout.

Page 21: Dragon, Amber, By Age With Druid Class Reformated

21

REBMA CR 15

Female Amber Dragon, Advanced Young Adult, Druid 5

True Dragon Druid 5

N Large Advanced Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +15,

Spot +24

Aura Frightful Presence (150 ft. Radius) DC 19 ----------------------------------------------------------------------------------------------------

AC 23, touch 9, flat-footed 23 (-1 size, +14 natural)

hp 226 (17d12+68, +5d8+20 HD); DR 5/magic

Fort +18, Ref +11, Will +17; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, poison, sleep an paralysis effects

SR 18 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +24 (2d6+5) and

2-claws +24 (1d8+2) and

2-wings +24 (1d6+2) and

Tail snap +24 (1d8+7)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (40’ cone of superheated and

very sticky sap, fire damage 5d8, and entangled for 5d4 rounds,

DC 21 half and not entangled)

Druid Spells Prepared (CL 5th)

3rd -- Speak with Plants, Spike Growth

2nd -- Summon Nature's Ally II, Summon Swarm, Tree Shape

1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak

with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify

Food and Drink

Spell-Like Abilities (CL 5th):

2/day—Blink

2/day - Wildshape (tiny or huge animal)

Spells Prepared (CL 5th):

2nd (cast ooooo times) -- Invisibility, See Invisibility

1st (cast ooooooo times) -- Mage Armor, Ray of Enfeeblement, Entangle,

Shield

0(cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Ray of Frost, Resistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orces and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 21, Dex 10, Con 19, Int 14, Wis 16, Cha 14

Base Atk +20; Grp +29

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership (Cohort: Grig; Follwers: 8-1st Lvl Elves,

Gnomes or Halflings), Natural Spell, Improved Multiattack

Skills Bluff +2, Climb* +6, Concentration +25, Diplomacy +18, Es-

cape Artist* +4, Gather Information +4, Handle Animal +4, Heal

+4, Hide +0, Intimidate +9, Jump* +6, Knowledge (arcana) +9,

Knowledge geography) +6, Knowledge (history) +7, Knowledge

(local) +9, Knowledge (nature) +23, Knowledge (religion) +8, Lis-

ten +15, Profession (herbalist) +6, Search +13, Sense Motive +9,

Spellcraft +10, Spot +24, Survival +15, Survival (aboveground)

+17, Survival (tracking aboveground) +17, Survival (above-

ground avoid getting lost, hazards) +17, Survival (underground)

+15, Swim* +7, Use Magic Device +8

Languages Draconic. Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape

----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath

weapon are entangled for 4d4 rounds. An entangled creature

can make an opposed strength check against the breath

weapons DC to break free as a standard action. Creatures that

are immune to fire must still make a save against the breath

weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8;

Senses low-light vision; Listen +3, Spot +15; AC 20, touch 16, flat-

footed 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref

+7, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d4-

2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +2; Grp −8; Str 7, Dex 18,

Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB,

Weapon Finesse; Skills Listen +3, Spot +15; SQ Link, share spells

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has a duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

Page 22: Dragon, Amber, By Age With Druid Class Reformated

22

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey. ----------------------------------------------------------------------------------------------------

Organization Solitary

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 13 ft.

long, with light amber scales, a thin, long head with two

long backward pointing horns, and a single horn on her

snout.

Page 23: Dragon, Amber, By Age With Druid Class Reformated

23

REBMA CR 17

Female Amber Dragon, Advanced Adult, Druid 6

N Large Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +18,

Spot +28

Aura Frightful Presence DC 22 ----------------------------------------------------------------------------------------------------

AC 26 (-1 size, +17 natural), touch 9, flat-footed 26

hp 267 (20d12+80,+6d8+24 HD); DR 5/magic

Fort +21, Ref +14, Will +21; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, poison, sleep an paralysis effects

SR 19 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +29 (2d6+6) and

2-claws +29 (1d8+3) and

2-wings +29 (1d6+3) and

Tail snap +29 (1d8+9)

Space 10 ft.; Reach 5 ft. (10 ft. with bite)

Special Attacks breath weapon (40’ cone of superheated and

very sticky sap, fire damage 6d8, and entangled for 6d4 rounds,

DC 25 half and not entangled)

Druid Spells Prepared (CL 6th)

3rd -- Cure Moderate Wounds, Speak with Plants, Spike Growth

2nd -- Fog Cloud, Summon Nature's Ally II, Summon Swarm, Tree

Shape

1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak

with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify

Food and Drink

Spell-Like Abilities (CL 7th):

3/day—Blink

4/day - Wildshape

Spells Prepared (CL 7th):

3rd (cast ooooo times) -- Clairaudience/Clairvoyance, Lighting Blot

2nd (cast ooooooo times) -- Invisibility, Melf' Acid Arrow, See Invisibility

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0(cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Open/Close, Ray of Frost, Resistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orces and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 23, Dex 10, Con19, Int 16, Wis 18, Cha 16

Base Atk +24; Grp +34

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership, Natural Spell, Improved Multiattack, Ability

Focus (Breath Weapon)

Skills Bluff +3, Climb +8, Concentration +27, Diplomacy +22, Es-

cape Artist +6, Gather Information +5, Handle Animal +5, Heal

+5, Hide +0, Intimidate +11, Jump* +7, Knowledge (arcana) +12,

Knowledge geography) +8, Knowledge (history) +9, Knowledge

(local) +11, Knowledge (nature) +26, Listen +18, Profession

(herbalist) +7, Search +15, Sense Motive +11, Spellcraft +14, Spot

+28, Survival +19, Survival (aboveground) +21, Survival (tracking

aboveground) +21, Survival (aboveground avoid getting lost,

hazards) +23, Survival (underground) +19, Swim +9, Use Magic

Device +11

Languages Common, Draconic. Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath

weapon are entangled for 6d4 rounds. An entangled creature

can make an opposed strength check against the breath

weapons DC to break free as a standard action. Creatures that

are immune to fire must still make a save against the breath

weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8;

Senses low-light vision; Listen +4, Spot +16; AC 22, touch 16, flat-

footed 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref

+8, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d4-

1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +3; Grp −8; Str 8, Dex 19,

Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB,

Weapon Finesse; Skills Listen +4, Spot +16; SQ Link, share spells,

Devotion

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has a duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Page 24: Dragon, Amber, By Age With Druid Class Reformated

24

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey. ----------------------------------------------------------------------------------------------------

Organization Solitary or mated pair

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 16 ft.

long, with amber scales, a thin, long head with two long

backward pointing horns, and a single horn on her snout.

Page 25: Dragon, Amber, By Age With Druid Class Reformated

25

REBMA CR 20

Female Amber Dragon, Advanced Mature Adult, Druid 8

N Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +23,

Spot +33

Aura Frightful Presence DC 23 ----------------------------------------------------------------------------------------------------

AC 28, touch 8, flat-footed 28 (-2 size, +20 natural),

hp 346 (23d12+115 + 8d8+40 HD); DR 10/magic

Fort +24, Ref +15, Will +23; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, poison, sleep an paralysis effects

SR 20 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +35 (2d8+7) and

2-claws +35 (1d8+3) and

2-wings +35 (2d6+3) and

Tail snap +35 (2d6+9)

or Crush +25 (2d8+9 Ref DC 25 or be pinned)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 7d8, and entangled for 7d4 rounds,

DC 27 half and not entangled)

Druid Spells Prepared (CL 8th)

4th -- Dispel Magic, Flame Strike, Scrying

3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike

Growth

2nd -- Fog Cloud, Summon Nature's Ally II, Summon Swarm, Tree

Shape

1st -- Cure Light Wounds, Entangle (x2), Magic Fang (claw),

Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Pu-

rify Food and Drink

Spell-Like Abilities (CL 9th):

3/day—Blink

6/day - Wildshape

Spells Prepared (CL 9th):

4th (cast oooo times) -- Dispel Magic, Rusting Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Blot

2nd (cast ooooooo times) -- Invisibility, Melf' Acid Arrow, See Invisibility,

Speak with Animals

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Open/Close, Ray of Frost, Read Magic, Resistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orcs and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront, she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 27, Dex 10, Con 21, Int 16, Wis 19, Cha 16

Base Atk +29; Grp +45

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership, Natural Spell, Improved Multiattask, Ability

Focus (Breath Weapon), Alertness, Power Attack,

Skills Bluff +3, Climb +10, Concentration +30, Diplomacy +26, Es-

cape Artist +7, Gather Information +5, Handle Animal +5, Heal

+5, Hide +0, Intimidate +12, Jump* +9, Knowledge (arcana) +14,

Knowledge (geography) +10, Knowledge (history) +11,

Knowledge (local) +13, Knowledge (nature) +30, Knowledge (re-

ligion) +13, Listen +23, Profession (herbalist) +7, Search +16,

Spellcraft +17, Spot +33, Survival +22, Survival (aboveground)

+24, Survival (tracking aboveground) +24, Survival (above-

ground avoid getting lost, hazards) +26, Survival (underground)

+22, Swim +13, Use Magic Device +12

Languages Common, Draconic. Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath

weapon are entangled for 6d4 rounds. An entangled creature

can make an opposed strength check against the breath

weapons DC to break free as a standard action. Creatures that

are immune to fire must still make a save against the breath

weapon to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 3 + Amber Dragon 3) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8;

Senses low-light vision; Listen +4, Spot +16; AC 22, touch 16, flat-

footed 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref

+8, Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d4-

1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +3; Grp −8; Str 8, Dex 19,

Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB,

Weapon Finesse; Skills Listen +4, Spot +16; SQ Link, share spells,

Devotion

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

Page 26: Dragon, Amber, By Age With Druid Class Reformated

26

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey. ----------------------------------------------------------------------------------------------------

Environment Temperate and cold forests

Organization Solitary or mated pair

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 20 ft. long.

Her scales are amber colored with light yellow-green

bands, her head is long and thin with two long backward

pointing horns, and a single horn on her snout.

Page 27: Dragon, Amber, By Age With Druid Class Reformated

27

REBMA CR 24

Female Amber Dragon, Advanced Old, Druid 10

N Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +28,

Spot +37

Aura Frightful Presence DC 26 ----------------------------------------------------------------------------------------------------

AC 31 (-2 size, +23 natural), touch 8, flat-footed 31

hp 400 (26d12+130, +10d8+50 HD); DR 10/magic

Fort +27, Ref +18, Will +27; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, sleep and paralysis effects, all poison

SR 22 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite+40 (2d8+9 0 and

2 claws +40 (3d6+4) and

2 wings +40 (1d8+4) and

tail snap +40 (2d6+13)

or crush (Ref DC Breath 2d8+13)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 8d8, and entangled for 8d4 rounds,

DC 28 half and not entangled)

Druid Spells Prepared (CL 10th)

5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical

Wounds

4th -- Dispel Magic, Flame Strike, Murderous Mist, Scrying

3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike

Growth

2nd -- Chill Metal, Fog Cloud, Summon Nature's Ally II, Summon

Swarm, Tree Shape

1st -- Cure Light Wounds, Entangle (x3), Magic Fang (claw),

Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Pu-

rify Food and Drink

Spell-Like Abilities (CL 11th):

4/day—Blink

8/day - Wildshape

Spells Prepared (CL 11th):

5th (cast oooo times) -- Teleport, Wall of Thorns

4th (cast ooooooo times) -- Dispel Magic, Fire Shield, Rusting Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow,

See Invisibility, Speak with Animals

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orcs and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront, she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 29, Dex 10, Con 21, Int 18, Wis 21, Cha 18

Base Atk +33; Grp +50

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership, Natural Spell, Improved Multiattask, Ability

Focus (Breath Weapon), Alertness, Power Attack, Cleave

Skills Bluff +4, Climb +11, Concentration +34, Diplomacy +30, Es-

cape Artist +8, Gather Information +6, Handle Animal +7, Heal

+7, Hide +0, Intimidate +15, Jump +11, Knowledge (arcana) +17,

Knowledge (geography) +12, Knowledge (history) +13,

Knowledge (local) +15, Knowledge (nature) +34, Knowledge (re-

ligion) +15, Listen +28, Profession (herbalist) +10, Search +19,

Sense Motive +14, Spellcraft +22, Spot +37, Survival +26, Survival

(aboveground) +28, Survival (tracking aboveground) +28, Sur-

vival (aboveground avoid getting lost, hazards) +30, Survival

(underground) +28, Swim +16, Use Magic Device +15

Languages Common, Draconic. Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape, Venom immunity ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 6d4 rounds. An entangled creature can

make an opposed strength check against the breath weapons

DC to break free as a standard action. Creatures that are im-

mune to fire must still make a save against the breath weapon

to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 34+ Amber Dragon 4) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9;

Senses low-light vision; Listen +4, Spot +18; AC 25, touch 17, flat-

footed 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref

+10, Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6

(1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +5; Grp −6; Str 9,

Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init.,

EvasionB, Flyby Attack, MultiattackB, Weapon Finesse; Skills Listen

+4, Spot +18; SQ Link, share spells, Devotion

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

Page 28: Dragon, Amber, By Age With Druid Class Reformated

28

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus

feat if it has three or more natural attacks and does not al-

ready have that feat. If it does not have the requisite three or

more natural attacks, the animal companion instead gains a

second attack with its primary natural weapon, albeit at a –5

penalty.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all

poisons. ----------------------------------------------------------------------------------------------------

Organization Solitary or mated pair

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 24 ft.

long. Her scales are amber colored with yellow-green

bands, her head is long and thin with two long backward

pointing horns, and a single horn on her snout.

Page 29: Dragon, Amber, By Age With Druid Class Reformated

29

REBMA CR 28

Amber Dragon, Advance Very Old, Druid 12

N Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +32,

Spot +41

Aura Frightful Presence DC 27 ----------------------------------------------------------------------------------------------------

AC 34, touch 8, flat-footed 34 (-2 size, +26 natural)

hp 494 (29d12+174, +12d8+72 HD); DR 15/magic

Fort +30, Ref +20, Will +30; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, sleep and paralysis effects, all poison

SR 24 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +46 (2d8+10) and

2 claws +46/+41 (3d6+5) and

2 wing +46 (1d8+5) and

tail snap +46 (3d6+15)

or crush (Ref DC 27, 2d8+15 and be pinned)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 9d8, and entangled for 9d4 rounds,

DC 28 half and not entangled)

Druid Spells Prepared (CL 12th)

6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic

5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical

Wounds (x2)

4th -- Dispel Magic, Flame Strike, Murderous Mist, Scrying

3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike

Growth (x2)

2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally

II, Summon Swarm, Tree Shape

1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw),

Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Pu-

rify Food and Drink,

Spell-Like Abilities (CL 13th):

4/day—Blink

8/day - Wildshape (animal and plant)

Spells Prepared (CL 13th):

6th (cast oooo times) -- Chain Lighting, True Seeing

5th (cast oooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Dispel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow,

See Invisibility, Speak with Animals

1st (cast ooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement, En-

tangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orcs and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront, she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 31, Dex 10, Con 23, Int 18, Wis 22, Cha 19

Base Atk +38; Grp +56

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership, Natural Spell, Improved Multiattask, Ability

Focus (Breath Weapon), Alertness, Power Attack, Cleave,

Rapidstrike (claws), Spell Penetration

Skills Bluff +4, Climb* +13, Concentration +39, Diplomacy +32, Es-

cape Artist* +9, Gather Information +6, Handle Animal +8, Heal

+8, Hide +0, Intimidate +16, Jump* +12, Knowledge (arcana)

+19, Knowledge (geography) +13, Knowledge (history) +14,

Knowledge (local) +16, Knowledge (nature) +37, Knowledge (re-

ligion) +16, Listen +32, Search +21, Sense Motive +16, Spellcraft

+26, Spot +41, Survival +29, Survival (aboveground) +31, Survival

(tracking aboveground) +31, Survival (aboveground avoid get-

ting lost, hazards) +33, Survival (underground) +31, Swim* +20,

Use Magic Device +17

Languages Common, Draconic. Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape, Venom immunity ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage, those that fail their save against the breath weap-

on are entangled for 6d4 rounds. An entangled creature can

make an opposed strength check against the breath weapons

DC to break free as a standard action. Creatures that are im-

mune to fire must still make a save against the breath weapon

to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 4+ Amber Dragon 4) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon. A druid at 12th can assume

plant form.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9;

Senses low-light vision; Listen +4, Spot +18; AC 25, touch 17, flat-

footed 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref

+10, Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6

(1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +5; Grp −6; Str 9,

Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init.,

EvasionB, Flyby Attack, MultiattackB, Weapon Finesse; Skills Listen

+4, Spot +18; SQ Link, share spells, Devotion

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

Page 30: Dragon, Amber, By Age With Druid Class Reformated

30

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus

feat if it has three or more natural attacks and does not al-

ready have that feat. If it does not have the requisite three or

more natural attacks, the animal companion instead gains a

second attack with its primary natural weapon, albeit at a –5

penalty.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all

poisons. ----------------------------------------------------------------------------------------------------

Organization Solitary or mated pair

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 28 ft.

long. Her scales are dark amber colored with yellow-green

bands, her head is long and thin with two long backward

pointing horns, and a single horn on her snout.

Page 31: Dragon, Amber, By Age With Druid Class Reformated

31

REBMA CR 32

Amber Dragon, Advanced Ancient, Druid 14

N Huge Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +37,

Spot +45

Aura Frightful Presence DC 30 ----------------------------------------------------------------------------------------------------

AC 37, touch 8, flat-footed 37 (-2 size, +29 natural)

Hp 553 (32d12+192, +14d8+84 HD); DR 15/magic

Fort +33, Ref +22, Will +34; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, sleep and paralysis effects, poison

SR 26 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 150 ft. (poor)

Melee bite +51 (2d8+11 0 and

2 claws +51/+46 (3d6+5) and

2 wings +51 (1d8+5) and

tail snap +51 (3d6+16)

or crush (Ref DC 31, 2d8+16 and be pinned)

Space 15 ft.; Reach 10 ft. (15 ft. with bite)

Special Attacks breath weapon (50’ cone of superheated and

very sticky sap, fire damage 10d8, and entangled for 9d4

rounds, DC 32 half and not entangled)

Druid Spells Prepared (CL 14th)

7th -- Mass Cure Moderate Wounds, Heal, True Seeing

6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic, Sum-

mon Nature’s Ally VI

5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical

Wounds (x2)

4th -- Dispel Magic, Flame Strike (x2), Murderous Mist, Scrying

3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike

Growth (x3)

2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally

II, Summon Swarm (x2), Tree Shape

1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw),

Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Pu-

rify Food and Drink

Spell-Like Abilities (CL 15th):

At will -- alter self spell, but only while in her normal form.

5/day—Blink

9/day - Wildshape (animal and plant)

Spells Prepared (CL 15th):

7th (cast oooo times) -- Creeping Doom, Spell Turning

6th (cast oooooo times) -- Chain Lighting, Disintegrate, True Seeing

5th (cast ooooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Dispel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow,

See Invisibility, Speak with Animals

1st (cast oooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement,

Entangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orcs and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront, she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 33, Dex 10, Con 23, Int 20, Wis 24, Cha 20

Base Atk +42; Grp +61

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership (), Natural Spell, Improved Multiattask, Ability

Focus (Breath Weapon), Alertness, Power Attack, Cleave,

Rapidstrike claws), Spell Penetration, Blind-Fight, Combat Exper-

tise

Skills Bluff +5, Climb +15, Concentration +42, Diplomacy +36, Es-

cape Artist +10, Gather Information +7, Handle Animal +11, Heal

+9, Hide +0, Intimidate +18, Jump +13, Knowledge (arcana) +23,

Knowledge (geography) +16, Knowledge (history) +17,

Knowledge (local) +19, Knowledge (nature) +42, Knowledge (re-

ligion) +20, Listen +37, Profession (herbalist) +12, Search +23,

Sense Motive +19, Spellcraft +30, Spot +45, Survival +34, Survival

(aboveground) +36, Survival (tracking aboveground) +36, Sur-

vival (aboveground avoid getting lost, hazards) +38, Survival

(underground) +36, Swim* +24, Use Magic Device +19

Languages Common, Draconic, Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape, Venom immunity, A Thou-

sand Faces ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage; those that fail their save against the breath weap-

on are entangled for 6d4 rounds. An entangled creature can

make an opposed strength check against the breath weapons

DC to break free as a standard action. Creatures that are im-

mune to fire must still make a save against the breath weapon

to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon. A druid at 12th can assume

plant form.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9;

Senses low-light vision; Listen +4, Spot +18; AC 25, touch 17, flat-

footed 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref

+10, Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6

(1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +5; Grp −6; Str 9,

Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init.,

EvasionB, Flyby Attack, MultiattackB, Weapon Finesse; Skills Listen

+4, Spot +18; SQ Link, share spells, Devotion

Page 32: Dragon, Amber, By Age With Druid Class Reformated

32

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus

feat if it has three or more natural attacks and does not al-

ready have that feat. If it does not have the requisite three or

more natural attacks, the animal companion instead gains a

second attack with its primary natural weapon, albeit at a –5

penalty.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all

poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to

change her appearance at will, as if using the alter self spell, but

only while in her normal form. ----------------------------------------------------------------------------------------------------

Organization Solitary or mated pair

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 32 ft.

long. Her scales are dark amber colored with dark yellow-

green bands, her head is long and thin with two long

backward pointing horns, and a single horn on her snout.

Page 33: Dragon, Amber, By Age With Druid Class Reformated

33

REBMA CR 35

Amber Dragon, Advanced Wyrm, Druid 16

N Gargantuan Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +40,

Spot +49

Aura Frightful Presence DC 31 ----------------------------------------------------------------------------------------------------

AC 38, touch 6, flat-footed 38 (-4 size, +32 natural)

Hp 662 (35d12+245, +16d8+112 HD); DR 20/magic

Fort +36, Ref +24, Will +36; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, sleep and paralysis effects, poison

SR 27 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 200 ft. (clumsy)

Melee bite +55 (4d6+12) and

2 claws +56/+51 (3d8+6) and

2 wings +55/+50 (2d6+6) and

tail snap +55 (3d8+18) and

tail sweep (Ref DC 33 half, 2d6+18)

or crush (Ref DC 33, 4d6+18 and be pinned)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (60’ cone of superheated and

very sticky sap, fire damage 11d8, and entangled for 10d4

rounds, DC 35 half and not entangled)

Druid Spells Prepared (CL 16th)

8th -- Mass Cure Serious Wounds, Storm of Elemental Fury

7th -- Aura of Vitality, Mass Cure Moderate Wounds, Heal, True

Seeing

6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic, Sum-

mon Nature’s Ally VI

5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical

Wounds (x2), Fireward

4th -- Dispel Magic, Flame Strike (x2), Murderous Mist (x2), Scrying

3rd -- Cure Moderate Wounds (x3), Speak with Plants, Spike

Growth (x3)

2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally

II, Summon Swarm (x2), Tree Shape

1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw),

Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Pu-

rify Food and Drink

Spell-Like Abilities (CL 17th):

At will -- alter self spell, but only while in her normal form.

5/day—Blink

9/day - Wildshape (animal, plant, and elemental 1/day)

Spells Prepared (CL 17th):

8th (cast oooo times) -- Sunburst, Whirlwind

7th (cast oooooo times) -- Creeping Doom, Spell Turning, Sunbeam

6th (cast oooooo times) -- Chain Lighting, Disintegate, True Seeing

5th (cast ooooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Desjpel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast ooooooo times) -- Detect Thoughts, Invisibility, Melf's Acid Ar-

row, See Invisibility, Speak with Animals

1st (cast oooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement,

Entangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orcs and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront, she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 35, Dex 10, Con 25, Int 20, Wis 25, Cha 20

Base Atk +47; Grp +71

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership, Natural Spell, Improved Multiattask, Ability

Focus (Breath Weapon), Alertness, Power Attack, Cleave,

Rapidstrike (claws), Spell Penetration, Blind-Fight, Combat Exper-

tise, Rapidstrike (wings), Weapon Focus (claws)

Skills Bluff +5, Climb +16, Concentraion +48, Diplomacy +40, Es-

cape Artist +12, Gather Information +7, Handle Animal +13, Heal

+9, Hide +0, Intimidate +20, Jump +14, Knowledge (arcana) +25,

Knowledge (geography) +18, Knowledge (history) +19,

Knowledge (local) +21, Knowledge (nature) +46, Knowledge (re-

ligion) +22, Listen +40, Profession (herbalist) +11, Search +24,

Sense Motive +20, Sense Motive +20, Spot +49, Survival +38, Sur-

vival (aboveground) +40, Survival (tracking aboveground) +40,

Survival (aboveground avoid getting lost, hazards) +42, Survival

(underground) +40, Swim +28, Use Magic Device +20

Languages Common, Draconic, Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape, Venom immunity, A Thou-

sand Faces ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage; those that fail their save against the breath weap-

on are entangled for 6d4 rounds. An entangled creature can

make an opposed strength check against the breath weapons

DC to break free as a standard action. Creatures that are im-

mune to fire must still make a save against the breath weapon

to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

whichever is better for the dragon. A druid at 12th lvl can assume

plant form. At 16th lvl can assume elemental form 1/day.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10;

Senses low-light vision; Listen +4, Spot +22; AC 30, touch 18, flat-

footed 24 (+2 size, +6 Dex, +12 natural); hp 44 (11 HD); Fort +7,

Ref +13, Will +5; Spd 10 ft., fly 60 ft. (average); Melee Talons

+14/+9/+4 (1d4); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +7; Grp

Page 34: Dragon, Amber, By Age With Druid Class Reformated

34

+2; Str 11, Dex 22, Con 10, Int 2, Wis 14, Cha 6; Feats Improved

EvasionB, Improved Init., EvasionB, Flyby Attack, MultiattackB,

Weapon Finesse, Wingover; Skills Listen +4, Spot +22; SQ Link,

share spells, Devotion

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus

feat if it has three or more natural attacks and does not al-

ready have that feat. If it does not have the requisite three or

more natural attacks, the animal companion instead gains a

second attack with its primary natural weapon, albeit at a –5

penalty.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all

poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to

change her appearance at will, as if using the alter self spell, but

only while in her normal form.

Timeless Body (Ex): After attaining 15th level, a druid no longer

takes ability score penalties for aging and cannot be magically

aged. Any penalties she may have already incurred, however,

remain in place.

Bonuses still accrue, and the druid still dies of old age when

her time is up. ----------------------------------------------------------------------------------------------------

Organization Solitary or mated pair

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 34 ft.

long. Her scales are dark, dark amber colored with dark

yellow-green bands, her head is long and thin with two

long backward pointing horns, and a single horn on her

snout.

Page 35: Dragon, Amber, By Age With Druid Class Reformated

35

REBMA CR 38

Amber Dragon, Advanced Great Wyrm, Druid 18

N Gargantuan Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +46,

Spot +56

Aura Frightful Presence DC 34 ----------------------------------------------------------------------------------------------------

AC 41, touch 6, flat-footed 41 (-4 size, +35 natural)

Hp 782 (38d12+304, 18d8+144 HD); DR 20/magic

Fort +40, Ref +27, Will +40; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, sleep and paralysis effects, poison

SR 28 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 200 ft. (clumsy)

Melee bite+60 (4d6+13) and

2 claws +61/+56 (3d8+6) and

2 wing +60/+55 (2d+6) and

tail snap +60 (3d8+19)

or tail sweep (30' radius, 180 degrees, 2d6+19 Ref DC 36 half

damage)

or crush (Ref DC 36 half damage and not pinned, 4d6+19

and pinned)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (60’ cone of superheated and

very sticky sap, fire damage 12d8, and entangled for 12d4

rounds, DC 38 half and not entangled)

Druid Spells Prepared (CL 18th)

9th -- Rain of Black Tulips, Shambler

8th -- Mass Cure Serious Wounds, Phantom Wolf, Storm of Ele-

mental Fury, Sunburst

7th -- Aura of Vitality, Mass Cure Moderate Wounds, Heal, True

Seeing

6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic (x2),

Summon Nature’s Ally VI

5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical

Wounds (x2), Fireward, Wall of Thorns

4th -- Despel Magic, Flame Strike (x2), Murderous Mist (x2), Scry-

ing (x2)

3rd -- Cure Moderate Wounds (x3), Speak with Plants, Spike

Growth (x3)

2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally

II, Summon Swarm (x2), Tree Shape

1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw),

Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Pu-

rify Food and Drink

Spell-Like Abilities (CL 17th):

At will -- alter self spell, but only while in her normal form.

5/day—Blink

10/day - Wildshape (animal, plant, and elemental 2/day)

Spells Prepared (CL 19th):

9th (cast oooo times) -- Elemental Swarm, Weird

8th (cast oooooo times) -- Incendiary Cloud, Sunburst, Whirlwind

7th (cast oooooo times) -- Creeping Doom, Spell Turning, Sunbeam

6th (cast ooooooo times) -- Chain Lighting, Disintegate, True Seeing

5th (cast ooooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Desjpel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast oooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Ar-

row, See Invisibility, Speak with Animals

1st (cast oooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement,

Entangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orcs and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront, she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 37, Dex 10, Con 27, Int 22, Wis 27, Cha 22

Base Atk +51; Grp +76

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership, Natural Spell, Improved Multiattask, Ability

Focus (Breath Weapon), Alertness, Power Attack, Cleave,

Rapidstrike (claws), Spell Penetration, Blind-Fight, Combat Exper-

tise, Rapidstrike (wings), Weapon Focus (claws), Hover

Skills Bluff +6, Climb* +17, Concentration +52, Diplomacy +44, Es-

cape Artist* +13, Gather Information +8, Handle Animal +16,

Heal +13, Hide +0, Intimidate +22, Jump* +15, Knowledge (arca-

na) +27, Knowledge (geography) +20, Knowledge (history) +22,

Knowledge (local) +25, Knowledge (nature) +52, Knowledge (re-

ligion) +23, Listen +46, Profession (herbalist) +14, Search +27,

Sense Motive +24, Spellcraft +39, Spot +56, Survival +45, Survival

(aboveground) +47, Survival (tracking aboveground) +47, Sur-

vival (aboveground avoid getting lost, hazards) +49, Survival

(underground) +47, Swim* +33, Use Magic Device +23

Languages Common, Draconic, Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape, Venom immunity, A Thou-

sand Faces ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage; those that fail their save against the breath weap-

on are entangled for 6d4 rounds. An entangled creature can

make an opposed strength check against the breath weapons

DC to break free as a standard action. Creatures that are im-

mune to fire must still make a save against the breath weapon

to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

Page 36: Dragon, Amber, By Age With Druid Class Reformated

36

whichever is better for the dragon. A druid at 12th lvl can assume

plant form. At 18th lvl can assume elemental form 2/day.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10;

Senses low-light vision; Listen +6, Spot +22; AC 32, touch 18, flat-

footed 26 (+2 size, +6 Dex, +14 natural); hp 52 (13 HD); Fort +8,

Ref +14, Will +6; Spd 10 ft., fly 60 ft. (average); Melee Talons +5

(1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +9; Grp −10; Str 12,

Dex 23, Con 10, Int 2, Wis 14, Cha 6; Feats Improved EvasionB,

Improved Init., EvasionB, Flyby Attack, MultiattackB, Weapon Fi-

nesse, Wingover; Skills Listen +6, Spot +22; SQ Link, share spells,

Devotion

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus

feat if it has three or more natural attacks and does not al-

ready have that feat. If it does not have the requisite three or

more natural attacks, the animal companion instead gains a

second attack with its primary natural weapon, albeit at a –5

penalty.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all

poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to

change her appearance at will, as if using the alter self spell, but

only while in her normal form.

Timeless Body (Ex): After attaining 15th level, a druid no longer

takes ability score penalties for aging and cannot be magically

aged. Any penalties she may have already incurred, however,

remain in place.

Bonuses still accrue, and the druid still dies of old age when

her time is up. ----------------------------------------------------------------------------------------------------

Organization Solitary or mated pair

Treasure Triple standard

Rebma gets along well with druids and fey, but has a

strong dislike for gobliniods and orcs. She will make

compacts with any non-evil neutral and any good aligned

creatures for defense of the forest, especially against

goblinoids and orcs.

Environment: Rebma dwells in a large deep burrow

beneath a large oak tree. Rebma eats woodland animals

and plants, being careful not to over-hunt any particular

creature in their habitat.

Typical Physical Characteristics: Rebma is 38 ft.

long. Her scales are dark, dark amber colored with dark

yellow-green bands, her head is long and thin with two

long backward pointing horns, and a single horn on her

snout.

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37

REBMA CR 40

Amber Dragon, Advanced Great Wyrm, Druid 20

N Gargantuan Dragon (Earth)

Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +49,

Spot +60

Aura Frightful Presence DC 34 ----------------------------------------------------------------------------------------------------

AC 41, touch 6, flat-footed 41 (-4 size, +35 natural)

Hp 850 (41d12+328, 20d8+160 HD); DR 20/magic

Fort +42, Ref +28, Will +43; additional +4 vs spell-like abilities of fey

Defensive Abilities

Immune fire, sleep and paralysis effects, poison

SR 28 ----------------------------------------------------------------------------------------------------

Spd 40 ft. (8 squares), fly 200 ft. (poor)

Melee bite +65 (4d6+13) and

2 claws +66/+61 (3d8+6) and

2 wings +65/+60 (2d6+6) and

tail snap +65 (3d8+19)

or tail sweep (30' radius, 180 degrees, 2d6+19 Ref DC 36 half

damage)

or crush (Ref DC 36 half damage and not pinned, 4d6+19

and pinned)

Space 20 ft.; Reach 15 ft. (20 ft. with bite)

Special Attacks breath weapon (60’ cone of superheated and

very sticky sap, fire damage 12d8, and entangled for 12d4

rounds, DC 38 half and not entangled)

Druid Spells Prepared (CL 20th)

9th -- Elemental Swarm, Rain of Black Tulips, Shambler, Storm of

Vengeance (x2)

8th -- Mass Cure Serious Wounds (x2), Phantom Wolf, Storm of El-

emental Fury, Sunburst

7th -- Aura of Vitality, Mass Cure Moderate Wounds (x2), Heal,

True Seeing

6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic (x2),

Summon Nature’s Ally VI

5th -- Baleful Polymorph, Call Lighting Storm (x2), Cure Critical

Wounds (x2), Fireward, Wall of Thorns

4th -- Despel Magic, Flame Strike (x2), Murderous Mist (x2), Scry-

ing (x2)

3rd -- Cure Moderate Wounds (x3), Speak with Plants, Spike

Growth (x3)

2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally

II, Summon Swarm (x2), Tree Shape

1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw),

Speak with Animals

0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Pu-

rify Food and Drink

Spell-Like Abilities (CL 19th):

At will -- alter self spell, but only while in her normal form.

5/day—Blink

10/day - Wildshape (animal, plant, and elemental 3/day)

Spells Prepared (CL 19th):

9th (cast oooo times) -- Elemental Swarm, Weird

8th (cast oooooo times) -- Incendiary Cloud, Sunburst, Whirlwind

7th (cast oooooo times) -- Creeping Doom, Spell Turning, Sunbeam

6th (cast ooooooo times) -- Chain Lighting, Disintegate, True Seeing

5th (cast ooooooo times) -- Teleport, Wall of Fire, Wall of Thorns

4th (cast ooooooo times) -- Desjpel Magic, Fire Shield, Scrying, Rusting

Grasp

3rd (cast ooooooo times) -- Clairaudience/Clairvoyance, Greater Magic

Fang, Lighting Bolt, Snare

2nd (cast oooooooo times) -- Detect Thoughts, Invisibility, Melf' Acid Ar-

row, See Invisibility, Speak with Animals

1st (cast oooooooo times) -- Alarm, Mage Armor, Ray of Enfeeblement,

Entangle, Shield

0 (cast oooooo times) -- Daze, Detect Magic, Know Direction, Mage

Hand, Mending, Open/Close, Ray of Frost, Read Magic, Re-

sistance

*Can cast druid spells as arcane spells. (Cha modifier applied to

cast times) ----------------------------------------------------------------------------------------------------

TACTICS Before Combat Rebma will watch all intruders of her the forest to see

if they are forest friendly (i.e. Use dead wood for fires etc.). She will

use her animal companion, cohort, and her wildshape ability to spy.

She will always plan attacks against orcs and goblinoids.

During Combat Rebma prefers to use her cunning and trickery to take

down her foes, using her blink ability combined with her breath

weapon and spell ability to gain the upper hand. If the foe is to strong

for her to confront, she will sabotage their camp by letting their ani-

mals go at night, spoiling there stored clothing, food, and water.

Morale If seriously threatened Rebma is not averse to fleeing, just to

come back later and using hit and run tactics. She will never stop

harassing foes. ----------------------------------------------------------------------------------------------------

Str 37, Dex 10, Con 27, Int 22, Wis 28, Cha 22

Base Atk +56; Grp +81

Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat

Casting, Leadership, Natural Spell, Improved Multiattask, Ability

Focus (Breath Weapon), Alertness, Power Attack, Cleave,

Rapidstrike (claws), Spell Penetration, Blind-Fight, Combat Exper-

tise, Rapidstrike (wings), Weapon Focus (claws), Hover, Snatch,

Improved Maneuverability

Skills Bluff +6, Climb +17, Concentration +55, Diplomacy +47, Es-

cape Artist +13, Gather Information +8, Handle Animal +18, Heal

+16, Hide +0, Intimidate +22, Jump +15, Knowledge (arcana)

+28, Knowledge (geography) +20, Knowledge (history) +22,

Knowledge (local) +26, Knowledge (nature) +55, Knowledge (re-

ligion) +24, Listen +49, Profession (herbalist) +15, Search +28,

Sense Motive +25, Spellcraft +42, Spot +60, Survival +49, Survival

(aboveground) +51, Survival (tracking aboveground) +51, Sur-

vival (aboveground avoid getting lost, hazards) +53, Survival

(underground) +51, Swim +35, Use Magic Device +24

Languages Common, Draconic, Druidic, Elven, Sylvan.

SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Wood-

land Stride, Trackless Step, Wild Shape, Venom immunity, A Thou-

sand Faces ----------------------------------------------------------------------------------------------------

Breath Weapon (Su): The amber dragon has one type of breath

weapon, a cone of superheated and very sticky sap that deals

fire damage; those that fail their save against the breath weap-

on are entangled for 6d4 rounds. An entangled creature can

make an opposed strength check against the breath weapons

DC to break free as a standard action. Creatures that are im-

mune to fire must still make a save against the breath weapon

to avoid getting entangled.

Blindsense (Ex): Dragons can pinpoint creatures within a distance

of 60 feet. Opponents the dragon can’t actually see still have

total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in

shadowy illumination and twice as well in normal light. It also has

darkvision out to 120 feet.

Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)

The caster flashes in & out of the Ethereal plane at random. The

caster

a) has a 20% chance of losing each attack or spell;

b) has a 50% chance of any attack or spell targeting her being

lost (20% if the attacker can see Invisible –or– can target Ethe-

real creatures, no chance of missing if the opponent can do

both). Note that Feat: Blind-Fight does not apply when

fighting a blinking opponent;

c) takes ½ damage from area-of-effect attacks & falling;

d) can only move ¾ of normal;

e) can step through solid matter with a 50% chance of becom-

ing solid per 5’ (taking 1d6 damage per 5’ if becomes solid &

is shunted to the closest available space); and

f) attacks as if Invisible, gaining a +2 attack bonus, and sneak

attack damage typically applies.

g) able to attack creatures in the Ethereal plane with a 20%

chance of loosing the attack or spell.

Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can

wild shape just as a druid of the same caster level, with the fol-

lowing restriction: The amber dragon can only assume animal

shapes of tiny to huge size, and it can only choose one animal

form for each use of wild shape it possesses. It need not use

each wild shape use on a different animal. If the dragon later

gains the wild shape ability from class levels, the uses per day

stack and it uses the limitations of its innate ability or the class,

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38

whichever is better for the dragon. A druid at 12th lvl can assume

plant form. At 20th lvl can assume elemental form 3/day.

Skills: Climb, Jump, and Survival are class skills for amber dragons.

Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10;

Senses low-light vision; Listen +6, Spot +22; AC 32, touch 18, flat-

footed 26 (+2 size, +6 Dex, +14 natural); hp 52 (13 HD); Fort +8,

Ref +14, Will +6; Spd 10 ft., fly 60 ft. (average); Melee Talons +5

(1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk +9; Grp −10; Str 12,

Dex 23, Con 10, Int 2, Wis 14, Cha 6; Feats Improved EvasionB,

Improved Init., EvasionB, Flyby Attack, MultiattackB, Weapon Fi-

nesse, Wingover; Skills Listen +6, Spot +22; SQ Link, share spells,

Devotion

Link (Ex): A druid can handle her animal companion as a free

action, or push it as a move action, even if she doesn’t have

any ranks in the Handle Animal skill. The druid gains a +4 cir-

cumstance bonus on all wild empathy checks and Handle

Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell

(but not any spell-like ability) she casts upon herself also affect

her animal companion. The animal companion must be within

5 feet of her at the time of casting to receive the benefit. If

the spell or effect has a duration other than instantaneous, it

stops affecting the animal companion if the companion

moves farther than 5 feet away and will not affect the animal

again, even if it returns to the druid before the duration ex-

pires.

Additionally, the druid may cast a spell with a target of

“You” on her animal companion (as a touch range spell) in-

stead of on herself. A druid and her animal companion can

share spells even if the spells normally do not affect creatures

of the companion’s type (animal).

Devotion (Ex): An animal companion gains a +4 morale bonus

on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus

feat if it has three or more natural attacks and does not al-

ready have that feat. If it does not have the requisite three or

more natural attacks, the animal companion instead gains a

second attack with its primary natural weapon, albeit at a –5

penalty.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (na-

ture) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal.

This ability functions just like a Diplomacy check made to im-

prove the attitude of a person. The druid rolls 1d20 and adds her

druid level and her Charisma modifier to determine the wild

empathy check result.

The typical domestic animal has a starting attitude of indiffer-

ent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able

to study each other, which means that they must be within 30

feet of one another under normal conditions. Generally, influ-

encing an animal in this way takes 1 minute but, as with influ-

encing people, it might take more or less time.

A druid can also use this ability to influence a magical beast

with an Intelligence score of 1 or 2, but she takes a –4 penalty

on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move

through any sort of undergrowth (such as natural thorns, briars,

overgrown areas, and similar terrain) at her normal speed and

without taking damage or suffering any other impairment. How-

ever, thorns, briars, and overgrown areas that have been magi-

cally manipulated to impede motion still affect her.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4

bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all

poisons.

A Thousand Faces (Su): At 13th level, a druid gains the ability to

change her appearance at will, as if using the alter self spell, but

only while in her normal form.

Timeless Body (Ex): After attaining 15th level, a druid no longer

takes ability score penalties for aging and cannot be magically

aged. Any penalties she may have already incurred, however,

remain in place.

Bonuses still accrue, and the druid still dies of old age when

her time is up. ----------------------------------------------------------------------------------------------------

Organization Solitary or with mate

Treasure Triple standard