Drecko, Riding (3.5e Creature)

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Revision as of 15:00, 3 October 2015 by 70.122.85.134 (talk) (Pretty sure they're not supposed to be mindless.)
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Drecko, Riding
Size/Type: Large Magical Beast (Dragonblood)
Hit Dice: 5d8+10 (25 hp)
Initiative: +6
Speed: 40ft (8 squares)
Armor Class: 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Peck +4 (1d6+1), or Claw +6 (1d8+1)
Full Attack: 2 Claws +6 (1d8+1) and Peck +4 (1d6+1)
Space/Reach: 10/5
Special Attacks:
Special Qualities:
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 12, Dex 14, Con 15, Int 2, Wis 8, Cha 11
Skills: Spot +4, Tumble +3, Listen +8
Feats: Improved Initiative, Weapon Focus (Claw)
Environment: Temperate Mountains
Organization: Single, Party (4-5), Flock (6-12)
Challenge Rating: 3
Treasure: 50%
Alignment: Usually neutral
Advancement:
Level Adjustment:
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More information...

The innkeeper comes around the side of the stable with two creatures that look like semi-feathered dragons.

Dreckos are distant relatives of dragons, but they have become very docile. They appear as reptiles standing upright on two long, spindly, but strong talons. A feathered mane trails from the tops of their heads to a large tuft at the tip of their tails. Their bellies are feathered as well. They have large dragon-like wings, but they are too heavy to fly. In addition, they have two vestigial forearms ending in sharp claws, not unlike the Utahraptors of prehistory.

Combat

In the Wild, Dreckos are prone to run away from humanoids rather than fight them, so a Drecko in combat is usually fighting in self-defense. However, if they are instigated into attacking, they will generally charge in and claw foes with their large talons.


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