The material below is Open Game Content
Climate/Terrain: Any land
Organization: Solitary, pack (2–4)
Challenge Ratings: Hatchling 1; adult 2; old 3; elder drake 4
Advancement: Hatchling 4 HD (Tiny); adult 6 HD (Small); old 8 HD (Small); elder drake 10 HD (Medium-size)
Courier drakes will fight only in self-defense or to protect their bonded companion. In combat, an elder drake will use its memory overload ability first, following up with claw and bite attacks while its opponent is still stunned and reeling. Younger courier drakes simply attack with their claws and teeth from the air, taking advantage of their maneuverability and small size to harass their opponents in much the same way as a falcon might.
Bonded Skill (Ex): Courier drakes grant a competence bonus to their bonded companion’s Intuit Direction checks equal to twice their age category. Courier drakes also receive this as a racial bonus to their own Intuit Direction checks.
Hidden Mind (Ex): A courier drake’s mind cannot be read or detected through magical or psionic means. It is primarily this ability that makes courier drakes such trusted messengers. This ability will not protect against the read memory ability of a courier drake of a higher age category.
Homing Instinct (Ex): Once a courier drake has physically visited a location, it can unerringly find its way to that location from any other location it has visited.
Project Memory (Su): The courier drake can send a mental ‘illusion’ of one of its memories to another living creature within 30 ft. The memory includes all five senses. This could be used to illustrate a route the drake has traveled or to repeat a message spoken in the drake’s presence, for instance. The courier drake can use this ability at will as a free action. This ability does not disorient or otherwise confuse the target, unlike the memory overload ability, below. Courier drakes frequently use this ability
to share travel routes with one another. A drake can find its way to a location it has viewed in the memories of another drake using its homing instinct ability.
Read Memory (Su): Once per day, the courier drake can invade another creature’s mind and view one of its memories that is up to five minutes long. The creature must be within 30 ft. of the drake, and an unwilling target can make a Will save to keep the drake out of its memories (DC 10 + twice the drake’s age category). Most courier drakes will not use this ability without an invitation, however, as they have found that members of other species greatly object to having their privacy violated in such a manner. Courier drakes typically don’t understand what all the fuss is about but humor those around them regardless.
Memory Overload (Su): A courier drake can stun another creature within 30 ft. for 1d4+1 rounds by sending a barrage of confusing and painful memories. The target can make a Will save (DC 10 + twice the drake’s age category) to avoid being stunned. The drake can use this ability twice per day and will only use it in dire circumstances, either to protect itself or its bonded companion.
|Age||Size||Hit Dice (hp)||AC||Attack Bonus||Fort Save||Ref Save||Will Save|
|Hatchling||T||3d12+3 (22)||13 (+2 size, +1 natural), touch 12, flat-footed 13||+5||+4||+3||+3|
|Adult||S||5d12+5 (37)||15 (+1 size, +4 natural), touch 11, flat-footed 15||+7||+5||+4||+4|
|Old||S||7d12+7 (52)||17 (+1 size, +6 natural), touch 11, flat-footed 17||+9||+6||+5||+5|
|Elder Drake||M||9d12+18 (76)||18 (+8 natural), touch 10, flat-footed 18||+11||+8||+6||+6|
|Hatchling||30 ft., fly 60 ft. (good)||11||10||12||6||10||6||Hidden mind, homing instinct|
|Adult||30 ft., fly 60 ft. (good)||12||10||13||7||10||7||Project memory|
|Old||30 ft., fly 60 ft. (good)||13||10||13||8||10||8||Read memory|
|Elder Drake||30 ft., fly 90 ft. (average)||14||10||14||9||10||9||Memory overload|
The license for this material originates in a 3PP source