Dragonair (3.5e Monster)



Summary::A sleek, serpentine form emerges from the water, with pearls that shine with the power of the elements on what is probably its neck. It has a nonfunctional horn and tiny cloudlike wings on its head.

Combat
 (Ex): To use this ability, a Dragonair must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

 (Ex): On a successful grapple attack, Dragonair deals automatic tail slap damage plus double its strength modifier.

 (Su): By spending a standard action, Dragonair can initiate a strange dance that conjures up powerful ancient energies. Sustaining the dance requires a move action, and the effect lasts while sustained, and a number of rounds afterwards equal to its Charisma bonus. While the effects last, Dragonair gains a +6 enhancement bonus to Strength and Dexterity, and its tail slap attack deals damage as though one size larger.

 (Su): With a move action, Dragonair can shed off a thin layer of skin, emerging fresh and new. This restores 1d6 HP, plus its Charisma modifier, and also removes any effects that Dragonair considers harmful, such as stunning, paralysis, nausea, negative levels or being on fire. It does not prevent effects of the area that Dragonair happens to be in, such as darkness, time or weather. This is considered a purely mental action.

 (Ex): Dragonair gains additional power when charging, and can slam its body into foes in a most devastating manner. When charging, if it hits, the foe takes an additional 1d6 points of damage per hit die and is knocked prone if they fail a balance check (the DC is equal to the damage dealt). If the foe is knocked prone, Dragonair can continue the charge to another foe as long as it has movement left.

 (Su): With a full round action, Dragonair can call up a wave of water to engulf it, and sweep its tail around. This allows it to make a single attack roll, comparing it against the AC of every target it can reach. It cannot make use of Improved Grab; however, every target hit is damaged and knocked prone, as well as being knocked back 2d6*5 feet.

 (Sp): At will: fireball, gust of wind, call lightning; 3/day: greater dispel magic, air walk, control winds. Caster level equals hit dice, and the Save DCs are 10 + Spell Level + Dragonair’s Charisma modifier.


 * The sample Dragonair has a caster level of 9 and save DC of 15 + spell level.