Mineral Drake (3.5e Monster)
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|Size/Type:||Huge Magical Beast (Earth)|
|Hit Dice:||12d10+60 (126 hp)|
|Speed:||30 ft, climb 30 ft|
|Armor Class:||23 (+15 natural, -2 size), touch 8, flat-footed 23|
|Attack:||Bite +15 melee (1d8+5, 20/x2) or Claw +15 melee (1d6+5, 20/x2) or Tail Slap +15 melee (2d6+5, 20/x2)|
|Full Attack:||Bite +15 melee (1d8+5, 20/x2) and Two Claws +10 melee (1d6+2, 20/x2) and Tail Slap +10 melee (2d6+2, 20/x2)|
|Space/Reach:||15 ft./10 ft.|
|Special Attacks:||Mineral Splash, Rollout|
|Special Qualities:||Darkvision 60 ft, Fortification 50%, Low-Light Vision, Mineral Scales, Mineral Sense 60 ft|
|Saves:||Fort +12, Ref +8, Will +9|
|Abilities:||Str 21, Dex 10, Con 18, Int 2, Wis 17, Cha 9|
|Skills:||Listen +9, Survival +12|
|Feats:||Reactive JudoB (as monk), Iron Will, Improved ToughnessCW, Power Attack, Blind-Fight, Pretty Cool Blow|
|Environment:||Quasielemental Plane of Mineral, Any|
|Treasure:||2d6 Ore Chunks; see text|
|Alignment:||Usually True Neutral|
|Advancement:||13-24 HD (Huge), 25-36 HD (Gargantuan)|
A massive six legged lizard clings to the wall, clad in polished mithral plates and crystalline spires of silver. It flicks its spiny tail and drops down, rolling into a ball to charge at you.
The fully grown state of young mineral lizards, the adult form loses its ability to slip through the planes and adopt the full traits of the minerals they possess in exchange for a more permanent and standard fusion with the local terrain and its minerals. Typically found on Quasielemental Plane of Mineral (and to an extent, the Elemental Plane of Earth as well), they can sometimes be found stranded in the material plane when they choose to feast on a rich area before they lose their plane shifting abilities. They are territorial and aggressive of their lands and many would-be miners have found an end to its wrath. Mineral drake saliva can break down almost any material given enough time, but it works too slow to be a reliable burrowing method.
Mineral drakes do not glow but their materials often have a vibrant luster and they form crystalized spines out of substances that otherwise would not be crystalized, such as a crystal with heavy iron impurities. They do not detect as living creatures, but do detect as minerals.
Mineral drakes are aggressive. When they spot you at a distance they rollout, chasing the prey until they get the idea to leave. They are cunning enough to observe weaknesses in the surrounding environment and may use the environment to entrap targets or throw them down puts.
Fortification (Ex): The mineral drake has a 50% chance to negate any sneak attack or critical hit.
Mineral Splash (Su): The mineral drake strikes the ground, causing crystalline spikes embedded with their mineral scale material to erupt from the ground. Make a single attack roll against all creatures in their reach, dealing 6d6 magic piercing damage with a 20/x2 critical. Any special properties of their mineral scales apply to this "weapon attack". There is a cooldown of 1d4 rounds before the mineral drake can use this attack again.
Mineral Sense (Ex): Mineral drakes can detect any metal or stone within 60 ft innately, as if blindsense, using some manner of electromagnetic field. Since adventurers usually have metal and stone they are usually subject to this. With 3 rounds of focus the mineral drake can "sniff out" what kinds of metals or stones they are so it can find its preferred treats.
Rollout (Ex) and (Su): The mineral drake can curl into a ball and charge forward in this state. As a full attack action they move in a straight line and make a single tail slap attack against all creatures in a line. This is considered a charge. Creatures in the way can choose to make a DC 20 Reflex save to get out of the way, or make an attack of opportunity and forgo the saving throw.
Supernatural spikes as per mineral splash at left in the area behind the mineral drake's path, which shatter after 1 round. Any creature passing through or ending their turns in the area must make a Reflex save or be automatically struck by mineral splash (6d6 damage plus material effects with no critical hit possible, save negates). The saving throw is Constitution based.
The mineral drake is composed of a great deal of a particular mineral of choice, any stone or metal will do. The default ability scores assume iron but by possessing a different diet it could be made out of cold iron, mitral, adamantine, or many other materials. When slain it drops 2d6 ore chunks of a material. Each chunk of ore is enough to create 10 pieces of ammunition, and 50 pieces is enough to make a weapon or armor out of it. If used to craft said item it reduces the crafting cost by half.
Mineral drakes benefit from special materials as if they had made heavy armor out of it. As a general rule of thumb increase their CR by +1 for every 10,000 gp in value the heavy armor material would grant them.