dragon, amber, by age with druid class reformated
DESCRIPTION
D&D3.5 Amber Dragon By Age Catagory with Druid LevelsTRANSCRIPT
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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-
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.
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
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.
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
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.
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
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.
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
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.
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,
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.
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,
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