Drecko, Riding (3.5e Creature)

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Drecko, Riding
Size/Type: Large Magical Beast
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 —, 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[edit]

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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