The material below is Open Game Content
Climate/Terrain: Any temperate land
Organization: Solitary, pack (2–4), litter (1 adult plus 2–6 hatchlings)
Challenge Ratings: Hatchling 3; adult 6; old 8; elder drake 11
Advancement: Hatchling 6 HD (Small); adult 8 HD (Medium-size); old 10 HD (Mediumsize); elder drake 12–13 HD (Medium-size), 14–15 HD (Large)
A guardian drake always acts to protect its bonded companion in combat, even at the cost of its own life. Commonly, it first uses its project fear ability to frighten off weaker foes that threaten its companion, then moves to intercept any enemies that have not panicked.
Bonded Skill (Su): Guardian drakes grant a competence bonus to their bonded companion’s Sense Motive checks equal to twice their age category. Guardian drakes also receive this as a racial bonus to their own Sense Motive checks.
Fury (Ex): Any enemy that scores a critical hit on the drake’s bonded companion immediately finds itself the recipient of the guardian drake’s full fury. The drake abandons its current activity to attack that enemy to the exclusion of all else until one or the other is dead. While this ability is active, the drake receives a +2 bonus to attack rolls against the targeted enemy and a –2 penalty to its AC. The drake may only be called off by its bonded companion, and then only if the companion succeeds at a Handle Animal check (DC 18).
Sense Emotions (Ex): A guardian drake can detect the basic drives and emotions of any creature within 30 feet that it can see. It can only sense a vague impression of what the creature is feeling—it cannot detect thoughts. An unwilling target may make a Will save (DC 10 + twice the guardian drake’s age category) to shield his or her emotions from the guardian drake for 24 hours.
Fearless (Ex): A guardian drake is immune to all fear effects, both magical and non-magical.
Project Fear (Su): Once per round, as a free action, a guardian drake can project a strong feeling of terror onto another creature within 30 feet that it can see. The target must succeed at a Will save (DC 10 + twice the guardian drake’s age category) or become panicked for 3d4 rounds. Whether or not the save succeeds, the target becomes immune to the guardian drake’s project fear ability for 24 hours.
Future Sense (Su): Elder drake guardian drakes have a form of sixth sense that warns them when their companion is about to be placed in danger. This ability works like the foresight spell with the drake’s bonded companion as the object of the spell, except that it is always active.
|Age||Size||Hit Dice (hp)||AC||Attack Bonus||Fort Save||Ref Save||Will Save|
|Hatchling||S||5d12+5 (37)||15 (+1 size, +4 natural), touch 11, flat-footed 15||+7||+6||+5||+7|
|Adult||M||7d12+14 (59)||17 (+7 natural), touch 10, flat-footed 17||+9||+8||+6||+9|
|Old||M||9d12+18 (76)||19 (+9 natural), touch 10, flat-footed 19||+11||+9||+7||+11|
|Elder Drake||M||11d12+33 (104)||21 (+11 natural), touch 10, flat-footed 21||+14||+11||+8||+13|
|Hatchling||30 ft.||13||10||13||5||14||10||Fearless, fury, sense emotions|
|Old||40 ft.||15||10||15||7||18||14||Project fear|
|Elder Drake||40 ft.||16||10||16||8||20||16||Future sense|
The license for this material originates in a 3PP source