Bestiary

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 Over-Category: Ideophage 
 Kingdom: Dracos 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
Dracos are large reptilian creatures of ancient origin and tremendous power. True dragons are highly intelligent and have innate magic. Also, in this category are creatures related to true dragons or hybrids of some sort known as dragonoids.
Dracos are not like other mythical creatures as often their magical properties can persist even after death. Unless stated differently in the specific description, dracos are at advantage on any effect that requires a Spirit-influenced save.
True dragons grow in five distinct phases, but their related cousins, dragonoids seem to age more similarly to normal animals than actual dragons. Of course, there is a great mystery around the biological breeding of dragons; however, those of the dragonoid subgroup do have “dracos” life-energy in their aura. The biological link has been confirmed by sages. What creates great confusion, however, is the biological gestation and reproduction of the dracos. Even in true dragons, an egg may hatch within days of its laying or it may be dormant for a century before hatching. The causality and catalysts of this are genuinely a mystery. Further, while difficult to prove, most sages insist that all true dragons are female, capable of laying eggs. Should that be accurate, then fertilization and the existence of dragonoids defies traditional biology.
There are three types of true dragons, and sages believe that their spirits may be immortal. Part of this belief is based on the incubation time for a dragon egg is extremely variable from days to decades. Additionally, the frequency and rate of laying dragon eggs have no defined pattern either. Finally, the biology of true dragons defies the normal. They are unisex creatures, or perhaps all are female – as any dragon may produce an egg. All of this phenomenon has led scholars to theorize that dragons are reborn into existing eggs upon their deaths. This has led to some dragon-slayers to destroy eggs before they can hatch; however, most dragon-savants hold to the convention that new eggs are laid to replace ruined ones.

Livyathan (Dragonoid)

This is an aquatic dragoinoid, huge in size and very dangerous. The livyathan radiates fear to all those who are within 15 feet, forcing a Will preservation save (DC:13) or suffer the frightened restriction. It further has a bile-like breath-weapon of alchemical slime which acts like a cone of acid, extending 25 feet (15 hexes) and is considered a magical attack. This inflicts 2d6 points of acid damage to all those caught in the area, but only half for those who make the required Agility preservation save (DC:13). The beast can bring forth this emission once every 10 minutes. Its AC isn't as high as true dragons, but it is formidable nonetheless. Its blubbery form makes it resistant to blunt weapons, even magical ones. In combat, it lashes out with its multi-attack. It can strike a single target with both bite and tentacles; however, if it is flanked, it can make a separate bludgeoning attack with its tail against an opponent behind it. However, its frontal assault is very serious as the bite carries a nasty disease. If the target is not immune to poison, it must succeed on a Resilience save (DC:12) become diseased from a bite (DC:7, if resistant). The disease has no effect for the first minute; however, after 6 combat rounds, the diseased creature’s skin becomes translucent and slimy, unable to regain Body points (naturally or by magic) unless it is underwater. When the creature is outside a body of water, it takes 1 point of acid damage every 10 minutes unless moisture is applied to the skin before that time has passed. It requires a remove disease to rid the effect.

Notes: Multiple Attacks (Tail as separate target))
Body: 63 ( STR:15, AGIL:12, RESIL:15 )
Mind: 15 ( LOGIC:4, PERC:3, JUDG:3 )
Spirit: 25 ( WILL:9, FAITH:3, MUSE:5 )
Movement: 60 feet
Size Category: Huge (+2 to hit)
Protection Points: 14
Guard Roll Dice: d4 & d4
— ATTACK METHOD —
Attack: Tentacles (melee)
Number of d20s: 3
To-Hit Modifier: +12 (not including size bonus)
Damage Type: blunt
Damage: 8 to 10 pts
Attack Special: anyRaw>=18;;{"command":"heavy"}
— ATTACK METHOD —
Attack: Bite (melee)
Number of d20s: 2
To-Hit Modifier: +12 (not including size bonus)
Damage Type: edged
Damage: 8 to 9 pts
Attack Special: onHit;{"type":"save","quality":"resilience","DC":"12"};{"command":"n-markers","tags":[{"tag":"disease","parameter":"true"}]}
— ATTACK METHOD —
Attack: Tail (melee)
Number of d20s: 1
To-Hit Modifier: +12 (not including size bonus)
Damage Type: blunt
Damage: 8 pts