Combat

Green whelps usually retreat if engaged in combat. If doing so is impossible, they use their breath weapon or try to use magic to increase their chances of escaping.

Breath Weapon (Su): 20-ft. cone, damage 4d6 acid, Reflex DC 15 half; secondary effect, sleepf as 4th-level caster, Will DC 15 negates. A green dragon breathes a cone of noxious emerald-colored gas that burns flesh and subjects all within the cone to an effect identical to that of the sleep spell, except that there is no Hit Dice limit.

f See the Alliance Player's Guide.

Spell-Like Abilities: 3/day—cure light wounds, entangling roots (DC 15), roar; 2/day—charm anitnal (DC 13); 1/day—commune with nature.

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A look of sadness and pain is clear on the features of this majestic beast. It appears to be struggling with something inside itself, soinething threatening its very essence. The creature's once-brilliant scales have dimmed to a forest green.

The green dragonflight was, until recently, one of the few that still flourished. It was only recently that disaster struck: green dragons, clearly insane due to some sort of corruption, appeared on Azeroth. A dark and corruptive force seems to have arisen in the Emerald Dream. While the strongest of the green dragons seek the answer to this mystery, typical drakes — the average adults of the flight — try their best simply to maintain order and keep themselves and their young alive and well.

Green drakes speak Common, Darnassian, and Draconic. Some speak other languages as well.

Combat

Green dragons avoid combat, preferring to use incapacitating magic or their breath weapons to stop their foes. If pushed, however, they fight to the best of their abilities, using quick thinking and their magical prowess to outwit and outmaneuver their foes.

Unlike most dragons, greens call upon the power of nature for their magic, and this gives them one major advantage: healing magic. If necessary, a green drake wears down her opponent, then flies away briefly to heal before reengaging. In battles with allies, such as other dragons, a few green drakes often stay back to heal their group and use beneficial spell-like abilities.

Breath Weapon (Su): 40-ft. cone, damage 12d6 acid, Reflex DC 26 half; secondary effect sleepf as 12th-level caster, Will DC 26 negates.

Spell-Like Abilities: 3/day—cure light wounds, entangling roots (DC 18), roar; 2/day—mark of the wild, charm animal (DC 16); 1/day—commune with nature.

Red Dragon

Red Whelp Medium Dragon (Fire) Hit Dice: 9dl2+18 (76 hp)

Initiative: +4

Speed: 40 ft. (8 squares), fly 150 ft. (poor), swim 60 ft.

Armor Class: 18 (+8 natural), touch 10, flat-footed 18

Base Attack/Grapple: +9/+11 Attack: Bite +11 melee (1d8+2)

Full Attack: Bite +11 melee (1d8+2) and 2 claws +9 melee (1d6+1)

and 2 wings +9 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon 4d10 fire (DC 16 Reflex),

Special Qualities: Blindsense 60 ft., darkvision 120 ft., low-light vision, boundless mind, damage reduction 5/magic, fire subtype, immunity to paralysis and sleep Saves: Fort +9, Ref +6, Will +8

Abilities: Str 15, Agy 10, Sta 15, Int 12, Spt 15, Cha 14

Skills: Appraise +7, Concentration +8, Craft (alchemy) +7,

Decipher Script +7, Gather Information +8, Heal +8, Intimidate +8, Jump +8, Knowledge (arcana) +5, Knowledge (nature) +5, Listen +8, Search +7, Spellcraft +5, Spot +8, Swim +16 Feats: Blind-Fight Improved Initiative, Multiattack, Skilled

(Listen and Spot) Wingover* Environment: Temperate land

Area: Any

Organization: Solitary or clutch (2-5)

Challenge Rating: 5 Treasure: Double standard

Alignment: Usually good (any)

Advancement: 10-23 HD (Large) or by character class Level Adjustment: +4 * These feats appear in Lands of Mystery.

Red Drake Huge Dragon (Fire)

40 ft. (8 squares), fly 150 ft. (poor), swim 60 ft. 31 (-2 size, +23 natural), touch 8, flat-footed 31 +24/+41

Bite +31 melee (2d8+9/19-20) and 2 claws +29 melee (2d6+4)

Breath weapon 12d10 fire (DC 29 Reflex), crush 2d8+13 (DC 29), frightful presence (180 ft., DC 27), spell-like abilities

Blindsense 60 ft., darkvision 120 ft., low-light vision, boundless mind, damage reduction 10/magic, fire subtype, immunity to paralysis and sleep, spell resistance 25

Appraise +15, Concentration +34, Craft (alchemy) +18, Decipher Script

+12, Diplomacy +15, Gather Information +17, Heal +19, Intimidate

+32, Jump +22, Knowledge (arcana) +18, Knowledge (nature) +18,

Listen +18, Search +30, Spellcraft +20, Spot +19, Swim +22

Blind-Fight, Improved Initiative, Multiattack, Flyby Attack Improved Critical (bite), Power Attack, Skilled (Listen

Temperate land Any

Solitary, pair, or family (1-2 and 2-5 offspring) 15

Double standard Usually good (any)

25-40 HD (Huge) or by character class

Scales resembling solid flame glisten on the small dragon's form. Although not great in size, she nevertheless has wicked claws, and her fangs are visible as she turns her head. Though clearly a predatory creature, the glint of wisdom and kindness shines in her eyes.

Red whelps are the youngest of red dragonkind. These hatchlings are highly intelligent; unless newborn, they know enough about humanoid creatures to be friendly even when first encountered. They are suspicious of ores, and avoid them if possible, due to the Horde's previous enslavement of the red flight. Those red whelps raised near Grim Batol are more aggressive due to the events that occurred there (and possibly for other reasons connected to the contents of the fortress).

Red whelps speak Common and Draconic.

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