|Editing:||Spelling and Grammar only|
|Size/Type:||Medium Dragon (Water)|
|Hit Dice:||5d12+5 (37 hp)|
|Initiative:||+1 (+1 Dex)|
|Speed:||30 ft., swim 60 ft.|
|Armor Class:||16 (+1 Dex, +5 natural), touch 11, flat-footed 15|
|Attack:||Tail Slap +7 melee (1d8+3 and Improved Grab)|
|Full Attack:||Tail Slap +7 melee (1d8+3 and Improved Grab)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Improved Grab, Constrict, Dragon Dance|
|Special Qualities:||Spell-like Abilities, Shed Skin|
|Saves:||Fort +6, Ref +6, Will +6|
|Abilities:||Str 14, Dex 13, Con 12, Int 13, Wis 12, Cha 17|
|Feats:||Luck of HeroesB, Alertness, Power Attack|
|Environment:||Oceans, mountain lakes|
|Organization:||Solitary or pair|
|Advancement:||6-12 HD (medium) 13-16 (large)|
Improved Grab (Ex): To use this ability, a Dratini must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): On a successful grapple attack, Dratini deals automatic tail slap damage plus double its strength modifier.
Dragon Dance (Su): By spending a standard action, Dratini can initiate a strange dance that conjures up powerful ancient energies. Sustaining the dance requires a move action, and the effect lasts while sustained, and a number of rounds afterwards equal to its Charisma bonus. While the effects last, Dratini gains a +6 enhancement bonus to Strength and Dexterity, and its tail slap attack deals damage as though one size larger.
Spell-like Abilities (Sp) (CL 5, DC 15): At will: fireball, gust of wind; 3/day: greater dispel magic, air walk. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Dratini’s Charisma modifier.
- The sample Dratini has a caster level of 5 and save DC of 13 + spell level.
Shed Skin (Su): With a move action, Dratini can shed off a thin layer of skin, emerging fresh and new. This restores 1d6 HP, plus its Charisma modifier, and also removes any effects that Dratini considers harmful, such as stunning, paralysis, nausea, negative levels or being on fire. It does not prevent effects of the area that Dratini happens to be in, such as darkness, time, or weather. This is considered a purely mental action.
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