Sunteți pe pagina 1din 70

Amber Dragon

by age and by age advanced w/class (Druid)


INDEX

Amber Dragon pg 2

AMBER DRAGONS BY AGE CATEGORY


Wyrmling pg 5
Very Young pg 7
Young pg 9
Juvenile pg 11
Young Adult pg 13
Adult pg 15
Mature Adult pg 17
Old pg 19
Very Old pg 21
Ancient pg 23
Wyrm pg 25
Great Wyrm pg 27

ADVANCED AMBER DRAGONS W/DRUID LEVELS BY AGE CATEGORY


Rebma, Amber Dragon, Story Line pg 29
Rebma, Amber Dragon, Advanced Wyrmling, Druid 1 pg 30
Rebma, Amber Dragon, Advanced Very Young, Druid 2 pg 33
Rebma, Amber Dragon, Advanced Young, Druid 3 pg 36
Rebma, Amber Dragon, Advanced Juvenile, Druid 4 pg 39
Rebma, Amber Dragon, Advanced Young Adult, Druid 5 pg 42
Rebma, Amber Dragon, Advanced Adult, Druid 6 pg 45
Rebma, Amber Dragon, Advanced Mature Adult, Druid 8 pg 48
Rebma, Amber Dragon, Advanced Old, Druid 10 pg 51
Rebma, Amber Dragon, Advanced Very Old, Druid 12 pg 54
Rebma, Amber Dragon, Advanced Ancient, Druid 14 pg 57
Rebma, Amber Dragon, Advanced Wyrm, Druid 16 pg 60
Rebma, Amber Dragon, Advanced Great Wyrm, Druid 18 pg 64
Rebma, Amber Dragon, Advanced Great Wyrm, Druid 20 pg 68
Amber Dragon
Conversion Source http://www.enworld.org/cc/
Dragon (Earth)
Environment: Temperate and cold forests
Organization: Solitary (one dragon any age); clutch (1d4+1 wyrmling, very young, young, juvenile, or
young adult dragons); or family (pair of mature adults plus 1d4+1 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 5; juvenile 8; young adult 10; adult 11; mature adult
12; old 14; very old 16; ancient 18; wyrm 19; great wyrm 20
Treasure: Triple standard
Alignment: Always neutral
Advancement: Wyrmling 4-5 HD (Tiny); very young 7-8 HD (Small); young 10-11 HD (Medium); juvenile
13-14 HD (Large); young adult 16-17 HD (Large); adult 19-20 HD (Large); mature adult 22-23 (Huge);
old 25-26 HD (Huge); very old 28-29 HD (Huge); ancient 31-32 HD (Huge); wyrm 34-35 HD
(Gargantuan); great wyrm 37+ HD (Gargantuan)
Level Adjustment: Wyrmling +2; very young +4; young +4; juvenile +5
Amber Dragons by Age
Base Breath Frightful
Hit Dice Attack/ Fort Ref Will Weapon Presence
Age SZ (hp) S D C I W Ch Grapple Attack Save Save Save (DC) DC
Wyrmlin T 3d12+3 11 10 13 10 11 10 +3/-5 +5 +4 +3 +3 1d8 -
g (22) (12)
Very S 6d12+6 13 10 13 12 13 12 +6/+3 +8 +6 +5 +6 2d8 -
Young (45) (14)
Young M 9d12+18 15 10 15 12 13 12 +9/+11 +11 +8 +6 +7 3d8 -
(76) (16)
Juvenile L 12d12+36 19 10 17 14 15 14 +12/+20 +15 +11 +8 +10 4d8 -
(114) (19)
Young L 15d12+60 21 10 19 14 15 14 +15/+24 +19 +13 +9 +11 5d8 19
Adult (157) (21)
Adult L 18d12+72 23 10 19 16 17 16 +18/+28 +23 +15 +11 +14 6d8 22
(189) (23)
Mature H 21d12+105 27 10 21 16 17 16 +21/+37 +27 +17 +12 +15 7d8 23
Adult (241) (25)
Old H 24d12+120 29 10 21 18 19 18 +24/+41 +31 +19 +14 +18 8d8 26
(276) (27)
Very Old H 27d12+162 31 10 23 18 19 18 +27/+45 +35 +21 +15 +19 9d8 27
(337) (29)
Ancient H 30d12+180 33 10 23 20 21 20 +30/+49 +39 +23 +17 +22 10d8 30
(375) (31)
Wyrm G 33d12+231 35 10 25 20 21 20 +33/+57 +41 +25 +18 +23 11d8 31
(445) (33)
Great G 36d12+288 37 10 27 22 23 22 +36/+61 +45 +28 +20 +26 12d8 34
Wyrm (522) (36)
Amber Dragon Abilities by Age
Caster
Age Speed Initiative AC Special Abilities Level* SR
Wyrmlin 40 ft. (8 squares), +0 14 (+2 size, +2 natural), Immunity to fire, - -
g fly 100 ft. (average) touch 12, flat-footed 14 resistant to poison
Very 40 ft. (8 squares), +0 16 (+1 size, +5 natural), Blink - -
Young fly 100 ft. (average) touch 11, flat-footed 16
Young 40 ft. (8 squares), +0 18 (+8 natural), touch 10, - 1st -
fly 150 ft. (poor) flat-footed 18
Juvenile 40 ft. (8 squares), +0 20 (-1 size, +11 natural), - 3rd -
fly 150 ft. (poor) touch 9, flat-footed 20

2
Young 40 ft. (8 squares), +0 23 (-1 size, +14 natural), DR 5/magic, wild 5th 18
Adult fly 150 ft. (poor) touch 9, flat-footed 23 shape
Adult 40 ft. (8 squares), +0 26 (-1 size, +17 natural), - 7th 19
fly 150 ft. (poor) touch 9, flat-footed 26
Mature 40 ft. (8 squares), +0 28 (-2 size, +20 natural), DR 10/magic 9th 20
Adult fly 150 ft. (poor) touch 8, flat-footed 28
Old 40 ft. (8 squares), +0 31 (-2 size, +23 natural), - 11th 22
fly 150 ft. (poor) touch 8, flat-footed 31
Very Old40 ft. (8 squares), +0 34 (-2 size, +26 natural), DR 15/magic 13th 24
fly 150 ft. (poor) touch 8, flat-footed 34
Ancient 40 ft. (8 squares), +0 37 (-2 size, +29 natural), - 15th 26
fly 150 ft. (poor) touch 8, flat-footed 37
Wyrm 40 ft. (8 squares), +0 38 (-4 size, +32 natural), DR 20/magic 17th 27
fly 200 ft. (clumsy) touch 6, flat-footed 38
Great 40 ft. (8 squares), +0 41 (-4 size, +35 natural), - 19th 28
Wyrm fly 200 ft. (clumsy) touch 6, flat-footed 41
Can also cast druid spells as arcane spells.

The dragon is sleek and sinuous its scales glistening in the moonlight. The dragon’s scales are
reddish brown with darker yellow-green bands along the dragon’s neck, back, and tail. The
dragon’s head is thin and long, with two long horns point backwards from its head, and a single
long horn on its snout. A sticky red-brown substance drips from the creature’s fangs. The
creature spreads its large wings, and then suddenly it fades from view.
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in harmony
with nature.
On hatching an amber dragon's scales are light brown and soft, but they quickly harden and take on the
red-brown hue of amber. As the dragon matures the color deepens and yellow-green bands start to form
on the dragons back.
Amber dragons dwell in large hollows in their native forests, often digging out a deep burrow beneath a
large oak or similar tree, but they are not adverse to lair in natural caverns if such are available in their
forested homes. Smaller specimens have been known to lair in hollowed out trees.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some exceptional
amber dragons even gain levels in the druid class.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any particular
creature in their habitat, a few amber dragons however, gain a taste for the flesh of sentient beings, but
these are few and fare between.
Combat
Amber dragons prefer to use their cunning and trickery to take down their foes, using their blink ability
combined with their breath weapon to gain the upper hand. If seriously threatened it is not adverse to
fleeing, just to come back later and using hit and run tactics.
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blink (Sp): A very young or older amber dragon can use this ability as the spell once per day for each two
age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the
spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is
personal.
Wild Shape (Su): A young adult or older amber dragon can wild shape just as a druid of the same caster
level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge
size, and it can only choose one animal form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four
times per day and has access to four different animal forms of tiny to huge size to choose from. If the

3
dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the
limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.

1995 Wizards of the Coast, Inc.


Originally found in Monstrous Compendium Annual 3

4
AMBER DRAGON
The dragon is sleek and sinuous its scales glistening in the moonlight. The dragon’s scales are
reddish brown with darker yellow-green bands along the dragon’s neck, back, and tail. The
dragon’s head is thin and long, with two long horns point backwards from its head, and a single
long horn on its snout. A sticky red-brown substance drips from the creature’s fangs. The
creature spreads its large wings, and then suddenly it fades from view.
AMBER DRAGON, WYRMLING CR 2
Always neutral Tiny Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +6, Spot +6
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)
hp 22 (3d12+3)
Fort +4, Ref +3, Will +3
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 100 ft. (average)
Melee bite +5 (1d4) and
2-claws +3 (1d3)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)
Special Attacks breath weapon (15’ cone of superheated and very sticky sap, fire damage 1d8, and
entangled for 1d4 rounds, DC 12 half and not entangled)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Wyrmling Amber dragons prefer to use their cunning and trickery, combined with their breath weapon to
take down their foes, and gain the upper hand. If seriously threatened they are not adverse to fleeing, just
to come back later and using hit and run tactics.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +3; Grp -5
Feats Improved Initiative, Multiattack
Skills Bluff +0, Climb +1, Concentration +3, Diplomacy +3, Escape Artist +2, Intimidate +2, Jump +1,
Knowledge (geography) +1, Knowledge (local) +1, Knowledge (nature) +1, Listen +6, Search +6, Sense
Motive +1, Spot +6, Survival +1, Use Magic Device +2
Languages Draconic
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled. An entangled creature can make an opposed strength check against the breath weapons DC
to break free as a standard action. Creatures that are immune to fire must still make a save against the
breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------

5
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1)
Treasure Triple standard
Advancement 4-5 HD (Tiny) or by class; Favored Class Druid
Level Adjustment +2
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes. Smaller specimens have been known to lair in
hollowed out trees.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: On hatching an amber dragon's scales are light brown and
soft, but they quickly harden and take on the red-brown hue of amber.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

6
AMBER DRAGON, VERY YOUNG CR 3
Always neutral Small Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +10, Spot +10
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 16, touch 11, flat-footed 16 (+1 size, +5 natural)
hp 45 (6d12+6);
Fort +6, Ref +5, Will +6
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 6
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 100 ft. (average)
Melee bite +8 (1d6+1) and
2-claws +6 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (20’ cone of superheated and very sticky sap, fire damage 2d8, and
entangled for 2d4 rounds, DC 14 half and not entangled)
Spell-Like Abilities (CL 2nd):
1/day—Blink
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Very Young Amber dragons prefer to use their cunning and trickery to take down their foes, using their
blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is not
adverse to fleeing, just to come back later and using hit and run tactics.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 10
Base Atk +6; Grp +3
Feats Awaken Spell Resistance, Improved Initiative, Multiattack
Skills Bluff +1, Climb +2, Concentration +4, Diplomacy +6, Disguise +1, Escape Artist +3, Intimidate +4,
Jump +2, Knowledge (geography) +2, Knowledge (local) +2, Knowledge (nature) +2, Listen +10, Search
+10, Sense Motive +3, Spot +10, Survival +5, Use Magic Device +4
Languages Common, Draconic.
SQ blink
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability as the spell once per day for each two
age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the
spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is
personal.
Skills: Climb, Jump, and Survival are class skills for amber dragons.

7
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1)
Treasure Triple standard
Advancement 7-8 HD (Small) or by class; Favored Class Druid
Level Adjustment +4
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes. Smaller specimens have been known to lair in
hollowed out trees.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A very young amber dragon's scales are the red-brown hue
of amber.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

8
AMBER DRAGON, YOUNG CR 5
Always neutral Medium Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +13, Spot +13
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 76 (9d12+18)
Fort +8, Ref +6, Will +7
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 9
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +11 (1d8+2) and
2-claws +9/+4 (1d6+1) and
2-wings +9 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (30’ cone of superheated and very sticky sap, fire damage 3d8, and
entangled for 3d4 rounds, DC 16 half and not entangled)
Spell-Like Abilities (CL 3rd):
1/day—Blink
Sorcerer* Spells Prepared (CL 1st):
1st (cast 4 times) -- Mage Armor, Shield
0(cast 5 times) -- Detect Magic, Mage Hand, Ray of Frost, Resistance
*Can cast druid spells as arcane spells.
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Young Amber dragons will always attack orcs, they prefer to use their cunning and trickery to take down
their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously
threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Base Atk +9; Grp +11
Feats Awaken Spell Resistance, Improved Init., Multi-attack, Rapid Strike (claws)
Skills Bluff +1, Climb +3, Concentration +6, Diplomacy +8, Disguise +1, Escape Artist +4, Intimidate +5,
Jump +3, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (nature) +6, Listen +13, Search
+13, Sense Motive +4, Spot +13, Survival +6, Swim +2, Use Magic Device +5
Languages Common, Draconic.
SQ blink
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): This is as the spell cast by a 3rd level sorcerer.

9
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1)
Treasure Triple standard
Advancement 10-11 HD (Medium) or by class; Favored Class Druid
Level Adjustment +4
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A young amber dragon's scales are a dark red-brown hue of
amber.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

10
AMBER DRAGON, JUVENILE CR 8
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +17, Spot +17
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 20, touch 9, flat-footed 20 (-1 size, +11 natural)
hp 114 (12d12+36)
Fort +11, Ref +8, Will +10
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 12
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +15 (2d6+4) and
2-claws +13/+8 (2d6+2) and
2-wings +13 (1d6+2) and
tail snap +13 (1d8+6)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 4d8, and
entangled for 4d4 rounds, DC 19 half and not entangled)
Spell-Like Abilities (CL 4th):
2/day—Blink
Sorcerer* Spells Prepared (CL 3rd):
1st (cast 6 times) -- Mage Armor, Ray of Enfeeblement, Shield
0(cast 6 times) -- Daze, Detect Magic, Mage Hand, Ray of Frost, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Juvenile amber dragons will always attack orcs, they prefer to use their cunning and trickery to take down
their foes, using their blink ability combined with their breath weapon to gain the upper hand. If seriously
threatened it is not adverse to fleeing, just to come back later and using hit and run tactics.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 14
Base Atk +12; Grp +20
Feats Awaken Spell Resistance, Improved Init., Improved Natural Attack (claws), Multi-attack, Rapid
Strike (claws)
Skills Bluff +2, Climb +6, Concentration +10, Diplomacy +10, Disguise +2, Escape Artist +4, Gather
Information +2, Intimidate +7, Jump +5, Knowledge (arcana) +4, Knowledge (geography) +4,
Knowledge (local) +4, Knowledge (nature) +9, Listen +17, Search +17, Sense Motive +6, Spot +17,
Survival (aboveground) +9, Survival (underground) +7, Swim +4, Use Magic Device +8
Languages Common, Draconic, Sylvan
SQ blink
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.

11
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories.
The range is personal.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1)
Treasure Triple standard
Advancement 13-14 HD (Large) or by class; Favored Class Druid
Level Adjustment +5
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A juvenile amber dragon's scales are light amber.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

12
AMBER DRAGON, YOUNG ADULT CR 10
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +20, Spot +20
Aura Frightful Presence DC 19
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 23, touch 9, flat-footed 23 (-1 size, +14 natural)
hp 157 (15d12+60); DR 5/magic
Fort +13, Ref +9, Will +11
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 20
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +19 (2d6+5) and
2-claws +17/+12 (2d6+2) and
2-wings +17 (1d6+2) and
tail snap +17 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 5d8, and
entangled for 5d4 rounds, DC 23 half and not entangled)
Spell-Like Abilities (CL 5th):
2/day—Blink
1/day - Wildshape
Spells Prepared (CL 5th):
2nd (cast 5 times) -- Invisibility, See Invisibility
1st (cast 7 times) -- Mage Armor, Ray of Enfeeblement, Entangle, Shield
0(cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Ray of Frost, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 21, Dex 10, Con 19, Int 14, Wis 15, Cha 14
Base Atk +15; Grp +24
Feats Ability Focus (breath weapon), Awaken Spell Resistance, Improved Init., Improved Natural Attack
(claws), Multi-attack, Rapid Strike (claws)
Skills Bluff +2, Climb +7, Concentration +14, Diplomacy +13, Disguise +2, Escape Artist +5, Gather
Information +2, Intimidate +8, Jump +6, Knowledge (arcana) +7, Knowledge (geography) +5,
Knowledge (local) +4, Knowledge (nature) +9, Listen +20, Search +20, Sense Motive +6, Spellcraft +2,
Spot +20, Survival (aboveground) +10, Survival (underground) +8, Swim +5, Use Magic Device +10
Languages Common, Draconic, Sylvan
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are

13
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): This is as the spell cast by a sorcerer of the dragon’s age category or its caster level
whichever is higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the
following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can
only choose one animal form for each use of wild shape it possesses. It need not use each wild shape
use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per
day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; clutch (1d4+1)
Treasure Triple standard
Advancement 16-17 HD (Large) or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A young adult amber dragon's scales are amber in color.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

14
AMBER DRAGON, ADULT CR 11
Always neutral Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +24, Spot +24
Aura Frightful Presence DC 22
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 26 (-1 size, +17 natural), touch 9, flat-footed 26
hp 189 (18d12+72); DR 5/magic
Fort +15, Ref +11, Will +14
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 21
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +23 (2d6+6) and
2-claws +21/+16 (2d6+3) and
2-wings +21 (1d6+3) and
tail snap +21 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 6d8, and
entangled for 6d4 rounds, DC 25 half and not entangled)
Spell-Like Abilities (CL 7th):
3/day—Blink
2/day - Wildshape
Spells Prepared (CL 7th):
3rd (cast 5 times) -- Clairaudience/Clairvoyance, Lighting Blot
2nd (cast 7 times) -- Invisibility, Melf' Acid Arrow, See Invisibility
1st (cast 7 times) -- Alarm, Mage Armor, Ray of Enfeeblement, Entangle, Shield
0(cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Open/Close, Ray of Frost, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 23, Dex 10, Con19, Int 16, Wis 17, Cha 16
Base Atk +18; Grp +28
Feats Ability Focus (breath Weapon), Awaken Spell Resistance, Improved Init., Improved Natural Attack
(claws), Multi-attack, Rapid Strike (claws), Wingover
Skills Bluff +3, Climb +8, Concentration +17, Diplomacy +17, Disguise +3, Escape Artist +6, Gather
Information +3, Intimidate +10, Jump +7, Knowledge (arcana) +11, Knowledge (geography) +7,
Knowledge (local) +7, Knowledge (nature) +10, Listen +24, Search +24, Sense Motive +8, Spot +24,
Survival (aboveground) +11, Survival (underground) +9, Swim +6, Use Magic Device +13
Languages Common, Draconic, Elven, Sylvan
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------

15
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories it is,
thus an adult amber dragon can use the ability three times per day. This is as the spell cast by a
sorcerer of the dragon’s age category or its caster level whichever is higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the
following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can
only choose one animal form for each use of wild shape it possesses. It need not use each wild shape
use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per
day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 19-20 HD (Large); or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A adult amber dragon's scales are amber in color with light
yellow-green bands on its back.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

16
AMBER DRAGON, MATURE ADULT CR 12
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27, Spot +27
Aura Frightful Presence DC 23
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 28, touch 8, flat-footed 28 (-2 size, +20 natural),
hp 241 (21d12+105); DR 10/magic
Fort +17, Ref +12, Will +15
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 22
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +27 (2d8+8) and
2-claws +25/+20 (3d6+4) and
2-wings +25 (1d8+4) and
tail snap +25 (2d6+12)
or
crush (15x10 ft. area Ref DC 25 for half damage and not pinned, 2d8+12 and pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 7d8, and
entangled for 7d4 rounds, DC 27 half and not entangled)
Spell-Like Abilities (CL 9th):
3/day—Blink
3/day - Wildshape
Spells Prepared (CL 9th):
4th (cast 4 times) -- Desjpel Magic, Rusting Grasp
3rd (cast 7 times) -- Clairaudience/Clairvoyance, Greater Magic Fang, Lighting Blot
2nd (cast 7 times) -- Invisibility, Melf' Acid Arrow, See Invisibility, Speak with Animals
1st (cast 7 times) -- Alarm, Mage Armor, Ray of Enfeeblement, Entangle, Shield
0 (cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Open/Close, Ray of Frost, Read Magic,
Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Base Atk +21; Grp +37
Feats Ability Focus (breath Weapon), Awaken Spell Resistance, Flyby Attack, Improved Init., Improved
Natural Attack (claws), Multi-attack, Rapid Strike (claws), Wingover
Skills Bluff +3, Climb +10, Concentration +21, Diplomacy +20, Disguise +3, Escape Artist +7, Gather
Information +5, Intimidate +12, Jump +9, Knowledge (arcana) +14, Knowledge (geography) +7,
Knowledge (local) +8, Knowledge (nature) +10, Listen +27, Search +27, Spellcraft +9, Spot +27,
Survival (aboveground) +11, Survival (underground) +9, Use Magic Device +14
Languages Common, Draconic, Elven, Sylvan
SQ blink, wild shape

17
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability as the spell once per day for each two
age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the
spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is
personal.
Wild Shape (Su): A young adult or older amber dragon can wild shape just as a druid of the same caster
level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge
size, and it can only choose one animal form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four
times per day and has access to four different animal forms of tiny to huge size to choose from. If the
dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the
limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Crush (Ex): Crush attacks are effective only against opponents three or more size categories smaller
than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected
area must succeed on a Reflex save or be pinned, automatically taking bludgeoning damage during the
next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a
normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary; or family (pair of mature adults plus 1d4+1 offspring)
Treasure Triple standard
Advancement 22-23 (Huge); or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A mature adult amber dragon's scales are amber in color
with yellow-green bands on its back.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

18
AMBER DRAGON, OLD CR 14
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +31, Spot +31
Aura Frightful Presence DC 26
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
31 (-2 size, +23 natural), touch 8, flat-footed 31
hp 276 (24d12+120); DR 10/magic
Fort +19, Ref +14, Will +18
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 24
--------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +31 (2d8+9) and
2-claws +29/+24 (3d6+4) and
2-wings +29 (1d8+4) and
tail snap +29 (2d6+13 0
or
crush (15x10 ft. area Ref DC 27 for half damage and not pinned, 2d8+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 8d8, and
entangled for 8d4 rounds, DC 29 half and not entangled)
Spell-Like Abilities (CL 11th):
4/day—Blink
4/day - Wildshape
Spells Prepared (CL 11th):
5th (cast 4 times) -- Teleport, Wall of Thorns
4th (cast 7 times) -- Desjpel Magic, Fire Shield, Rusting Grasp
3rd (cast 7 times) -- Clairaudience/Clairvoyance, Greater Magic Fang, Lighting Bolt, Snare
2nd (cast 7 times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow, See Invisibility, Speak with Animals
1st (cast 7 times) -- Alarm, Mage Armor, Ray of Enfeeblement, Entangle, Shield
0 (cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Mending, Open/Close, Ray of Frost,
Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 29, Dex 10, Con 21, Int 18, Wis 19, Cha 18
Base Atk +24; Grp +41
Feats Ability Focus (breath Weapon), Awaken Spell Resistance, Flyby Attack, Hover, Improved Init.,
Improved Natural Attack (claws), Multi-attack, Rapid Strike (claws), Wingover
Skills Bluff +4, Climb* +11, Concentration +24, Diplomacy +24, Disguise +4, Escape Artist* +8, Gather
Information +6, Intimidate +13, Jump* +11, Knowledge (arcana) +18, Knowledge (geography) +9,
Knowledge (local) +9, Knowledge (nature) +11, Listen +31, Search +31, Sense Motive +11, Spellcraft
+12, Spot +31, Survival (aboveground) +14, Survival (aboveground avoid getting lost, hazards) +16,
Survival (underground) +12, Swim* +9, Use Magic Device +17

19
Languages Common, Draconic, Elven, Orc, Sylvan
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories.
This is as the spell cast by a sorcerer of the dragon’s age category or its caster level whichever is
higher. The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the
following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can
only choose one animal form for each use of wild shape it possesses. It need not use each wild shape
use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and
has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains
the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate
ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 25-26 HD (Huge); or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A old amber dragon's scales are dark amber with yellow-
green bands on its back.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

20
AMBER DRAGON, VERY OLD CR 16
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +34, Spot +34
Aura Frightful Presence DC 27
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 34, touch 8, flat-footed 34 (-2 size, +26 natural)
hp 337 (27d12+162); DR 15/magic
Fort +21, Ref +15, Will +19
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 27
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +35 (2d8+10) and
2-claws +35/+30 (3d6+5) and
2-wings +35 (1d8+5) and
tail snap +35 (2d6+15)
or
crush (15x10 ft. area Ref DC 29 for half damage and not pinned, 2d8+15 and pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 9d8, and
entangled for 9d4 rounds, DC 31 half and not entangled)
Spell-Like Abilities (CL 13th):
4/day—Blink
4/day - Wildshape
Spells Prepared (CL 13th):
6th (cast 4 times) -- Chain Lighting, True Seeing
5th (cast 6 times) -- Teleport, Wall of Fire, Wall of Thorns
4th (cast 7 times) -- Desjpel Magic, Fire Shield, Scrying, Rusting Grasp
3rd (cast 7 times) -- Clairaudience/Clairvoyance, Greater Magic Fang, Lighting Bolt, Snare
2nd (cast 7 times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow, See Invisibility, Speak with Animals
1st (cast 7 times) -- Alarm, Mage Armor, Ray of Enfeeblement, Entangle, Shield
0 (cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Mending, Open/Close, Ray of Frost,
Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 31, Dex 10, Con 23, Int 18, Wis 18, Cha 19
Base Atk +24; Grp +41
Feats Ability Focus (breath Weapon), Awaken Spell Resistance, Flyby Attack, Hover, Improved Init.,
Improved Multi-attack, Improved Natural Attack (claws), Multi-attack, Rapid Strike (claws), Wingover,
Skills Bluff +4, Climb +12, Concentration +28, Diplomacy +27, Disguise +4, Escape Artist +9, Gather
Information +6, Intimidate +15, Jump +12, Knowledge (arcana) +21, Knowledge (geography) +9,
Knowledge (local) +10, Knowledge (nature) +12, Listen +34, Search +34, Sense Motive +11, Spellcraft

21
+15, Spot +34, Survival (aboveground) +15, Survival (aboveground avoid getting lost, hazards) +17,
Survival (underground) +13, Swim +10, Use Magic Device +20
Languages Common, Draconic, Elven, Orc, Sylvan
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories.
The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the
following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can
only choose one animal form for each use of wild shape it possesses. It need not use each wild shape
use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and
has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains
the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate
ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 28-29 HD (Huge) or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A very old amber dragon's scales are dark amber with dark
yellow-green bands on its back.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

22
AMBER DRAGON, ANCIENT CR 18
Always neutral Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +21, Spot +23
Aura Frightful Presence DC 30
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 37, touch 8, flat-footed 37 (-2 size, +29 natural)
hp 375 (30d12+180); DR 15/magic
Fort +23, Ref +17, Will +22
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 30
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 170 ft. (poor)
Melee bite +39 (2d8+11) and
2-claws +39/+32 (3d6+5) and
2-wings +39(1d8+5) and
tail snap +39 (2d6+16)
or
crush (15x10 ft. area Ref DC 31 for half damage and not pinned, 2d8+16 and pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 10d8, and
entangled for 9d4 rounds, DC 33 half and not entangled)
Spell-Like Abilities (CL 15th):
5/day—Blink
4/day - Wildshape
Spells Prepared (CL 15th):
7th (cast 4 times) -- Creeping Doom, Spell Turning
6th (cast 6 times) -- Chain Lighting, Disintegate, True Seeing
5th (cast 7 times) -- Teleport, Wall of Fire, Wall of Thorns
4th (cast 7 times) -- Desjpel Magic, Fire Shield, Scrying, Rusting Grasp
3rd (cast 7 times) -- Clairaudience/Clairvoyance, Greater Magic Fang, Lighting Bolt, Snare
2nd (cast 7 times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow, See Invisibility, Speak with Animals
1st (cast 8 times) -- Alarm, Mage Armor, Ray of Enfeeblement, Entangle, Shield
0 (cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Mending, Open/Close, Ray of Frost,
Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 33, Dex 10, Con 23, Int 20, Wis 21, Cha 20
Base Atk +30; Grp +49
Feats Ability Focus (breath Weapon), Awaken Spell Resistance, Flyby Attack, Hover, Improved Init.,
Improved Multi-attack, Improved Natural Attack (claws), Improved Speed (fly +20 ft.), Multi-attack, Rapid
Strike (claws), Wingover

23
Skills Bluff +5, Climb +13, Concentration +31, Diplomacy +31, Disguise +5, Escape Artist +12, Gather
Information +7, Intimidate +16, Jump +13, Knowledge (arcana) +25, Knowledge (geography) +10,
Knowledge (local) +12, Knowledge (nature) +14, Listen +38, Search +38, Sense Motive +15, Spellcraft
+19, Spot +38, Survival (aboveground) +17, Survival (aboveground avoid getting lost, hazards) +19,
Survival (underground) +15, Swim +11, Use Magic Device +22
Languages Common, Draconic, Elven, Orc, Sylvan, Terran
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories.
The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the
following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can
only choose one animal form for each use of wild shape it possesses. It need not use each wild shape
use on a different animal. If the dragon later gains the wild shape ability from class levels, the uses per
day stack and it uses the limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 31-32 HD (Huge) or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: An ancient amber dragon's scales are a deep dark amber,
with dark yellow-green bands on its back.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

24
AMBER DRAGON, WYRM CR 19
Always neutral Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +43, Spot +43
Aura Frightful Presence DC 31
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 38, touch 6, flat-footed 38 (-4 size, +32 natural)
hp 445 (33d12+231); DR 20/magic
Fort +25, Ref +18, Will +23
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 33
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 220 ft. (clumsy)
Melee bite +41 (4d6+12) and
2-claws +41/+36 (3d8+6) and
2-wings +41 (2d6+6) and
tail snap +41 (2d8+18) and
tail sweep (30 ft. Radius, 180 degrees, Ref DC 33 for half damage 2d6+18)
or
crush (20x15 ft. area Ref DC 33 for half damage and not pinned, 4d6+18 and pinned)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60’ cone of superheated and very sticky sap, fire damage 11d8, and
entangled for 10d4 rounds, DC 35 half and not entangled)
Spell-Like Abilities (CL 17th):
5/day—Blink
4/day - Wildshape
Spells Prepared (CL 17th):
8th (cast 4 times) -- Sunburst, Whirlwind
7th (cast 6 times) -- Creeping Doom, Spell Turning, Sunbeam
6th (cast 6 times) -- Chain Lighting, Disintegate, True Seeing
5th (cast 7 times) -- Teleport, Wall of Fire, Wall of Thorns
4th (cast 7 times) -- Desjpel Magic, Fire Shield, Scrying, Rusting Grasp
3rd (cast 7 times) -- Clairaudience/Clairvoyance, Greater Magic Fang, Lighting Bolt, Snare
2nd (cast 7 times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow, See Invisibility, Speak with Animals
1st (cast 8 times) -- Alarm, Mage Armor, Ray of Enfeeblement, Entangle, Shield
0 (cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Mending, Open/Close, Ray of Frost,
Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 20
Base Atk +33; Grp +57
Feats Ability Focus (breath Weapon), Alertness, Awaken Spell Resistance, Flyby Attack, Hover, Improved
Init., Improved Multi-attack, Improved Natural Attack (claws), Improved Speed (fly +20 ft.), Multi-attack,
Rapid Strike (claws), Wingover

25
Skills Bluff +5, Climb +14, Concentration +34, Diplomacy +33, Disguise +5, Escape Artist +14, Gather
Information +7, Intimidate +18, Jump +14, Knowledge (arcana) +28, Knowledge (geography) +12,
Knowledge (local) +14, Knowledge (nature) +16, Listen +43, Search +41, Sense Motive +17, Spellcraft
+21, Spot +43, Survival (aboveground) +18, Survival (aboveground avoid getting lost, hazards) +20,
Survival (underground) +16, Swim +12, Use Magic Device +24, Use Magic Device (scrolls) +26
Languages Common, Draconic, Elven, Orc, Sylvan, Terran
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A amber dragon can use this ability as the spell once per day for each two age categories.
The range is personal.
Wild Shape (Su): A amber dragon can wild shape just as a druid of the same caster level, with the
following restriction: The amber dragon can only assume animal shapes of tiny to huge size, and it can
only choose one animal form for each use of wild shape it possesses. It need not use each wild shape
use on a different animal. Thus a very old amber dragon could wild shape up to four times per day and
has access to four different animal forms of tiny to huge size to choose from. If the dragon later gains
the wild shape ability from class levels, the uses per day stack and it uses the limitations of its innate
ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement 34-35 HD (Gargantuan) or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A wyrm amber dragon's scales are a deep dark amber, with
dark, dark yellow-green bands on its back.
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

26
AMBER DRAGON, GREAT WYRM CR 20
Always neutral Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +27, Spot +30
Aura Frightful Presence DC 34
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 41, touch 6, flat-footed 41 (-4 size, +35 natural)
hp 522 (36d12+288); DR 20/magic, 2/-
Fort +28, Ref +20, Will +26
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 36
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 220 ft. (clumsy)
Melee bite +45 (4d6+13) and
2-claws +43/+38 (3d8+6) and
2-wings +43(2d6+6) and
tail snap +43 (2d8+19) and
tail sweep (30 ft. Radius, 180 degrees, Ref DC 36 for half damage 2d6+19)
or
crush (20x15 ft. area Ref DC 36 for half damage and not pinned, 4d6+19 and pinned)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60’ cone of superheated and very sticky sap, fire damage 12d8, and
entangled for 12d4 rounds, DC 38 half and not entangled)
Spell-Like Abilities (CL 19th):
6/day—Blink
4/day - Wildshape
Spells Prepared (CL 19th):
9th (cast 4 times) -- Elemental Swarm, Weird
8th (cast 6 times) -- Incendiary Cloud, Sunburst, Whirlwind
7th (cast 6 times) -- Creeping Doom, Spell Turning, Sunbeam
6th (cast 7 times) -- Chain Lighting, Disintegate, True Seeing
5th (cast 7 times) -- Teleport, Wall of Fire, Wall of Thorns
4th (cast 7 times) -- Desjpel Magic, Fire Shield, Scrying, Rusting Grasp
3rd (cast 7 times) -- Clairaudience/Clairvoyance, Greater Magic Fang, Lighting Bolt, Snare
2nd (cast 8 times) -- Detect Thoughts, Invisibility, Melf' Acid Arrow, See Invisibility, Speak with Animals
1st (cast 8 times) -- Alarm, Mage Armor, Ray of Enfeeblement, Entangle, Shield
0 (cast 6 times) -- Daze, Detect Magic, Know Direction, Mage Hand, Mending, Open/Close, Ray of Frost,
Read Magic, Resistance
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat
During Combat Amber dragons prefer to use their cunning and trickery to take down their foes, using
their blink ability combined with their breath weapon to gain the upper hand. If seriously threatened it is
not adverse to fleeing, just to come back later and using hit and run tactics.
Morale
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 37, Dex 10, Con 27, Int 22, Wis 23, Cha 22
Base Atk +36; Grp +61

27
Feats Ability Focus (breath Weapon), Alertness, Awaken Spell Resistance, Improved Init., Improved
Multi-attack, Improved Natural Attack (claws), Improved Speed (fly +20 ft.), Flyby Attack, Hover, Multi-
attack, Rapid Strike (claws), Thick Skinned, Wingover,
Skills Bluff +6, Climb +15, Concentration +37, Diplomacy +37, Disguise +6, Escape Artist +15, Gather
Information +8, Intimidate +20, Jump +16, Knowledge (arcana) +32, Knowledge (geography) +14,
Knowledge (history) +7, Knowledge (local) +15, Knowledge (nature) +17, Listen +47, Search +45,
Sense Motive +21, Spellcraft +25, Spot +47, Survival (aboveground) +22, Survival (aboveground avoid
getting lost, hazards) +24, Survival (underground) +20, Swim +13, Use Magic Device +28, Use Magic
Device (scrolls) +30
Languages Common, Draconic, Elven, Giant, Orc, Sylvan, Terran
SQ blink, wild shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds per age category of the dragon. An entangled creature can make an opposed
strength check against the breath weapons DC to break free as a standard action. Creatures that are
immune to fire must still make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): A very young or older amber dragon can use this ability as the spell once per day for each two
age categories it is, thus an adult amber dragon can use the ability three times per day. This is as the
spell cast by a sorcerer of the dragon’s age category or its caster level whichever is higher. The range is
personal.
Wild Shape (Su): A young adult or older amber dragon can wild shape just as a druid of the same caster
level, with the following restriction: The amber dragon can only assume animal shapes of tiny to huge
size, and it can only choose one animal form for each use of wild shape it possesses. It need not use
each wild shape use on a different animal. Thus a very old amber dragon could wild shape up to four
times per day and has access to four different animal forms of tiny to huge size to choose from. If the
dragon later gains the wild shape ability from class levels, the uses per day stack and it uses the
limitations of its innate ability or the class, whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Advancement great wyrm 37+ HD (Gargantuan) or by class; Favored Class Druid
Level Adjustment --
Amber dragons, sometimes also called blink dragons, are a race of neutral dragons that live in
harmony with nature.
They generally get along well with druids and fey, but have a strong dislike for orcs. Some
exceptional amber dragons even gain levels in the druid class.
Environment: Amber dragons dwell in large hollows in their native forests, often digging out a
deep burrow beneath a large oak or similar tree, but they are not adverse to lair in natural caverns
if such are available in their forested homes.
Amber dragons primarily eat woodland animals and plants, being careful not to over-hunt any
particular creature in their habitat, a few amber dragons however, gain a taste for the flesh of
sentient beings, but these are few and fare between.
Typical Physical Characteristics: A Great Wyrm's scales are a deep, deep dark amber, with
dark, dark yellow-green bands on its back.

28
1995 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium Annual 3

29
Rebma's story.
When Rebma was a hatchling (under a year old) her parents and hatchlings were all killed by a
massive army of goblinoids, worgs, and orcs under the command of Ktaesab, a giant hobgoblin?
She was able to escape into the deepest forest because her parents stood their ground for the
hatchling to escape. She was the only one that did.
Rebma fled in until she was exsusted. The next day when she woke other woodland creatures
that had fled the goblinoid army surrounded her. A kindly old druid tredent had pity on her and
trained her to be a druid, so she could better defend the forest.
She hates goblinoids, worgs, orcs, and any that associate with them. If she can tell that a party
member is a half-orc she hates the party also.

30
REBMA CR 4
Female Amber Dragon, Advanced Wyrmling, Druid 1
Neutral Tiny Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +6, Spot +9
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)
hp 48 (5d12+5 + 1d8+1)
Fort +7, Ref +4, Will +6
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 100 ft. (average)
Melee bite +7 (1d6) and
2-claws +5 (1d3)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with bite)
Special Attacks breath weapon (15’ cone of superheated and very sticky sap, fire damage 1d8, and
entangled for 1d4 rounds, DC 14 half and not entangled)
Druid Spells Prepared (CL 1st)
1st -- Entangle
0 -- Cure Minor Wounds, Detect Magic, Know Direction
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her forest to see if they are forest friendly (i.e. Use dead
wood for fires etc.). She will use her animal companion to spy. She will plan attacks against orces and
goblinoids no mater what.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her breath
weapon to gain the upper hand. If the foe is to strong for her to confront she will sabotage their camp by
letting their animals go at night, spoiling there stored clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +5; Grp -3
Feats Improved Init., Multiattack, Wingover
Skills Balance +0, Bluff +0, Climb +0, Concentration +9, Diplomacy +2, Disguise +0, Escape Artist +1,
Escape Artist (Rope bonds) +1, Gather Information +0, Handle Animal +0, Heal +0, Hide +0, Intimidate
+1, Jump +0, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (nature) +7, Listen +6,
Move Silently* +0, Profession (herbalist) +0, Search +6, Search (secret doors ect) +6, Sense Motive +3,
Spellcraft +1, Spot +9, Survival +5, Survival (aboveground) +7, Survival (tracking aboveground) +7,
Survival (aboveground avoid getting lost, hazards) +7, Survival (underground) +5, Survival
(underground avoid getting lost, hazards) +5, Survival (tracking) +5, Swim +0, Use Magic Device +1
Languages Draconic, Druidic.
SQ Animal companion, nature sense, wild empathy
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 1d4 rounds. An entangled creature can make an opposed strength check against the

31
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +3; Senses low-light vision; Listen +2,
Spot +14; AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural); hp 4 (1 HD); Fort +2, Ref +5,
Will +2; Spd 10 ft., fly 60 ft. (average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+0; Grp −10; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Feats Weapon Finesse; Skills Listen +2, Spot
+14; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
Environment: Rebma dwells in a hollowed out old oak tree. Rebma eats woodland animals
and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 2 1/2 feet long, with light brown-reddish scales, a
thin, long head with two long horns pointing back, and a single horn on her snout.

32
REBMA CR 6
Female Amber Dragon, Advanced Very Young, Druid 2
N Small Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +7, Spot +13
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 16, touch 11, flat-footed 16 (+1 size, +5 natural)
hp 77 (8d12+8 + 2d8+2)
Fort +10, Ref +6, Will +10
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 100 ft. (average)
Melee bite +11 (1d6+1) and
2-claws +9 (1d4)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks breath weapon (20’ cone of superheated and very sticky sap, fire damage 2d8, and
entangled for 2d4 rounds, DC 14 half and not entangled)
Druid Spells Prepared (CL 2nd)
1st -- Cure Light Wounds, Entangle, Speak with Animals
0 -- Cure Minor Wounds, Detect Magic, Guidance, Know Direction
Spell-Like Abilities (CL 2nd):
1/day—Blink
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion to spy. She will plan attacks against orcs
and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 13, Dex 10, Con 13, Int 12, Wis 13, Cha 10
Base Atk +9; Grp +6
Feats Flyby Attack, Improved Initiative, Multi-attack, Wingover
Skills Bluff +1, Climb* +1, Concentration +13, Diplomacy +6, Escape Artist* +2, Gather Information +1,
Handle Animal +2, Intimidate +3, Jump* +1, Knowledge (geography) +4, Knowledge (local) +4,
Knowledge (nature) +12, Knowledge (religion) +4, Listen +7, Profession (herbalist) +2, Search +8,
Sense Motive +4, Spellcraft +3, Spot +13, Survival +6, Survival (aboveground) +8, Survival (tracking
aboveground) +8, Survival (aboveground avoid getting lost, hazards) +8, Survival (underground) +6,
Swim* +1,
Languages Draconic. Druidic, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 2d4 rounds. An entangled creature can make an opposed strength check against the

33
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +3; Senses low-light vision; Listen +2,
Spot +14; AC 17, touch 15, flat-footed 14 (+2 size, +3 Dex, +2 natural); hp 4 (1 HD); Fort +2, Ref +5,
Will +2; Spd 10 ft., fly 60 ft. (average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+0; Grp −10; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6; Feats Weapon Finesse; Skills Listen +2, Spot
+14; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard

34
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large hollowed out old oak tree. Rebma eats woodland
animals and plants, being careful not to over-hunt any particular creature in their habitat.
Typical Physical Characteristics: Rebma is 4 feet long, with light reddish-brown scales, a
thin, long head with two long backward pointing horns, and a single horn on her snout.

35
REBMA CR 8
Amber Dragon, Advanced Young, Druid 3
N Medium Advanced Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +8, Spot +17
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 18, touch 10, flat-footed 18 (+8 natural)
hp 118 (11d12+22 + 3d8+6 HD)
Fort +12, Ref +8, Will +10
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +15 (1d8+2) and
2-claws +13 (1d6+1) and
2-wings +13 (1d4+1)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks breath weapon (30’ cone of superheated and very sticky sap, fire damage 3d8, and
entangled for 3d4 rounds, DC 16 half and not entangled)
Druid Spells Prepared (CL 3rd)
2nd -- Summon Swarm
1st -- Cure Light Wounds, Entangle, Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction
Spell-Like Abilities (CL 3rd):
1/day—Blink
Sorcerer* Spells Prepared (CL 1st):
1st (cast 4 times) — 2 spells known
0(cast 5 times) — 4 spells known
*Can cast druid spells as arcane spells.
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion to spy. She will plan attacks against orces
and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 15, Dex 10, Con 15, Int 12, Wis 13, Cha 12
Base Atk +13; Grp +15
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting
Skills Bluff +1, Climb* +2, Concentration +15, Diplomacy +10, Escape Artist* +2, Gather Information +3,
Hide +0, Intimidate +6, Jump* +2, Knowledge (geography) +4, Knowledge (local) +7, Knowledge
(nature) +16, Knowledge (religion) +4, Listen +8, Profession (herbalist) +4, Search +8, Sense Motive
+4, Spot +17, Survival +9, Survival (aboveground) +11, Survival (tracking aboveground) +11, Survival
(aboveground avoid getting lost, hazards) +11, Survival (underground) +9
Languages Draconic. Druidic, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step
---------------------------------------------------------------------

36
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 3d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +3,
Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref +7,
Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+2; Grp −8; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon
Finesse; Skills Listen +3, Spot +15; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving
throw for half damage, it takes no damage if it makes a successful saving throw.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.

37
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be
tracked. She may choose to leave a trail if so desired.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 8 ft. long, with light reddish-brown scales, a thin,
long head with two long backward pointing horns, and a single horn on her snout.

38
REBMA CR 13
Amber Dragon, Advanced Juvenile, Druid 4
N Large Advanced Amber Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +12, Spot +22
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 20, touch 9, flat-footed 20 (-1 size, +11 natural)
hp 169 (14d12+42, +4d8+12 HD)
Fort +17, Ref +12, Will +14; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +20 (2d6+4) and
2-claws +20 (1d8+2) and
2-wings +20 (1d6+2) and
Tail snap +20 (1d8+6)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 4d8, and
entangled for 4d4 rounds, DC 19 half and not entangled)
Druid Spells Prepared (CL 4th)
2nd -- Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify Food and Drink
Spell-Like Abilities (CL 4th):
2/day—Blink
Sorcerer* Spells Prepared (CL 3rd):
1st (cast 6 times) — 3 spells known
0(cast 6 times) — 5 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion to spy. She will plan attacks against orces
and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 19, Dex 10, Con 17, Int 14, Wis 16, Cha 14
Base Atk +17; Grp +25
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership (Cohort: Grig;
Follwers: 6-1st Lvl Elves/Gnomes/Halflings), Improved Multiattack
Skills Bluff +2, Climb* +4, Concentration +21, Diplomacy +14, Escape Artist* +3, Gather Information +4,
Handle Animal +3, Hide +0, Intimidate +8, Jump* +4, Knowledge (arcana) +7, Knowledge (geography)
+4, Knowledge (local) +7, Knowledge (nature) +17, Knowledge (religion) +7, Listen +12, Profession
(herbalist) +4, Search +12, Sense Motive +7, Spellcraft +8, Spot +22, Survival +12, Survival

39
(aboveground) +14, Survival (tracking aboveground) +14, Survival (aboveground avoid getting lost,
hazards) +14, Survival (underground) +12, Swim* +6.
Languages Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 4d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +3,
Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref +7,
Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+2; Grp −8; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon
Finesse; Skills Listen +3, Spot +15; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.

40
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 10 ft. long, with reddish-brown scales, a thin,
long head with two long backward pointing horns, and a single horn on her snout.

41
REBMA CR 15
Female Amber Dragon, Advanced Young Adult, Druid 5
True Dragon Druid 5
N Large Advanced Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +15, Spot +24
Aura Frightful Presence (150 ft. Radius) DC 19
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 23, touch 9, flat-footed 23 (-1 size, +14 natural)
hp 226 (17d12+68, +5d8+20 HD); DR 5/magic
Fort +18, Ref +11, Will +17; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 18
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +24 (2d6+5) and
2-claws +24 (1d8+2) and
2-wings +24 (1d6+2) and
Tail snap +24 (1d8+7)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 5d8, and
entangled for 5d4 rounds, DC 21 half and not entangled)
Druid Spells Prepared (CL 5th)
3rd -- Speak with Plants, Spike Growth
2nd -- Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify Food and Drink
Spell-Like Abilities (CL 5th):
2/day—Blink
2/day - Wildshape (tiny or huge animal)
Sorcerer Spells Prepared (CL 5th):
2nd (cast 5 times) — 2 spells known
1st (cast 7 times) — 4 spells known
0(cast 6 times) — 6 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orces and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 21, Dex 10, Con 19, Int 14, Wis 16, Cha 14
Base Atk +20; Grp +29
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership (Cohort: Grig;
Follwers: 8-1st Lvl Elves, Gnomes or Halflings), Natural Spell, Improved Multiattack

42
Skills Bluff +2, Climb* +6, Concentration +25, Diplomacy +18, Escape Artist* +4, Gather Information +4,
Handle Animal +4, Heal +4, Hide +0, Intimidate +9, Jump* +6, Knowledge (arcana) +9, Knowledge
geography) +6, Knowledge (history) +7, Knowledge (local) +9, Knowledge (nature) +23, Knowledge
(religion) +8, Listen +15, Profession (herbalist) +6, Search +13, Sense Motive +9, Spellcraft +10, Spot
+24, Survival +15, Survival (aboveground) +17, Survival (tracking aboveground) +17, Survival
(aboveground avoid getting lost, hazards) +17, Survival (underground) +15, Swim* +7, Use Magic
Device +8
Languages Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 4d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +3,
Spot +15; AC 20, touch 16, flat-footed 16 (+2 size, +4 Dex, +4 natural); hp 12 (3 HD); Fort +3, Ref +7,
Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +7 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+2; Grp −8; Str 7, Dex 18, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon
Finesse; Skills Listen +3, Spot +15; SQ Link, share spells
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).

43
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 13 ft. long, with light amber scales, a thin, long
head with two long backward pointing horns, and a single horn on her snout.

44
REBMA CR 17
Female Amber Dragon, Advanced Adult, Druid 6
N Large Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +18, Spot +28
Aura Frightful Presence DC 22
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 26 (-1 size, +17 natural), touch 9, flat-footed 26
hp 267 (20d12+80,+6d8+24 HD); DR 5/magic
Fort +21, Ref +14, Will +21; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 19
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +29 (2d6+6) and
2-claws +29 (1d8+3) and
2-wings +29 (1d6+3) and
Tail snap +29 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40’ cone of superheated and very sticky sap, fire damage 6d8, and
entangled for 6d4 rounds, DC 25 half and not entangled)
Druid Spells Prepared (CL 6th)
3rd -- Cure Moderate Wounds, Speak with Plants, Spike Growth
2nd -- Fog Cloud, Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle, Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction, Purify Food and Drink
Spell-Like Abilities (CL 7th):
3/day—Blink
4/day - Wildshape
Sorcerer Spells Prepared (CL 7th):
3rd (cast 5 times) – 2 spell known
2nd (cast 7 times) — 2 spells known
1st (cast 7 times) — 4 spells known
0(cast 6 times) — 6 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orces and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 23, Dex 10, Con19, Int 16, Wis 18, Cha 16
Base Atk +24; Grp +34

45
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership, Natural Spell,
Improved Multiattack, Ability Focus (Breath Weapon)
Skills Bluff +3, Climb +8, Concentration +27, Diplomacy +22, Escape Artist +6, Gather Information +5,
Handle Animal +5, Heal +5, Hide +0, Intimidate +11, Jump* +7, Knowledge (arcana) +12, Knowledge
geography) +8, Knowledge (history) +9, Knowledge (local) +11, Knowledge (nature) +26, Listen +18,
Profession (herbalist) +7, Search +15, Sense Motive +11, Spellcraft +14, Spot +28, Survival +19,
Survival (aboveground) +21, Survival (tracking aboveground) +21, Survival (aboveground avoid getting
lost, hazards) +23, Survival (underground) +19, Swim +9, Use Magic Device +11
Languages Common, Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 1 + Amber Dragon 1) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +4,
Spot +16; AC 22, touch 16, flat-footed 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref +8,
Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+3; Grp −8; Str 8, Dex 19, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon
Finesse; Skills Listen +4, Spot +16; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.

46
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 16 ft. long, with amber scales, a thin, long head
with two long backward pointing horns, and a single horn on her snout.

47
REBMA CR 20
Female Amber Dragon, Advanced Mature Adult, Druid 8
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +23, Spot +33
Aura Frightful Presence DC 23
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 28, touch 8, flat-footed 28 (-2 size, +20 natural),
hp 346 (23d12+115 + 8d8+40 HD); DR 10/magic
Fort +24, Ref +15, Will +23; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, resistant to poison
SR 20
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +35 (2d8+7) and
2-claws +35 (1d8+3) and
2-wings +35 (2d6+3) and
Tail snap +35 (2d6+9)
or
Crush +25 (2d8+9 Ref DC 25 or be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 7d8, and
entangled for 7d4 rounds, DC 27 half and not entangled)
Druid Spells Prepared (CL 8th)
4th -- Dispel Magic, Flame Strike, Scrying
3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike Growth
2nd -- Fog Cloud, Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle (x2), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink
Spell-Like Abilities (CL 9th):
3/day—Blink
6/day - Wildshape
Sorcerer Spells Prepared (CL 9th):
4th (cast 4 times) – 2 spells known
3rd (cast 7 times) – 3 spell known
2nd (cast 7 times) — 4 spells known
1st (cast 7 times) — 5 spells known
0 (cast 6 times) — 8 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS

48
---------------------------------------------------------------------
Str 27, Dex 10, Con 21, Int 16, Wis 19, Cha 16
Base Atk +29; Grp +45
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership, Natural Spell,
Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack,
Skills Bluff +3, Climb +10, Concentration +30, Diplomacy +26, Escape Artist +7, Gather Information +5,
Handle Animal +5, Heal +5, Hide +0, Intimidate +12, Jump* +9, Knowledge (arcana) +14, Knowledge
(geography) +10, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +30, Knowledge
(religion) +13, Listen +23, Profession (herbalist) +7, Search +16, Spellcraft +17, Spot +33, Survival +22,
Survival (aboveground) +24, Survival (tracking aboveground) +24, Survival (aboveground avoid getting
lost, hazards) +26, Survival (underground) +22, Swim +13, Use Magic Device +12
Languages Common, Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 3 + Amber Dragon 3) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +8; Senses low-light vision; Listen +4,
Spot +16; AC 22, touch 16, flat-footed 18 (+2 size, +4 Dex, +6 natural); hp 20 (5 HD); Fort +4, Ref +8,
Will +3; Spd 10 ft., fly 60 ft. (average); Melee Talons +8 (1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base Atk
+3; Grp −8; Str 8, Dex 19, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Weapon
Finesse; Skills Listen +4, Spot +16; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.

49
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 20 ft. long. Her scales are amber colored with light
yellow-green bands, her head is long and thin with two long backward pointing horns, and a
single horn on her snout.

50
REBMA CR 24
Female Amber Dragon, Advanced Old, Druid 10
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +28, Spot +37
Aura Frightful Presence DC 26
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 31 (-2 size, +23 natural), touch 8, flat-footed 31
hp 400 (26d12+130, +10d8+50 HD); DR 10/magic
Fort +27, Ref +18, Will +27; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, all poison
SR 22
--------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite+40 (2d8+9 0 and
2 claws +40 (3d6+4) and
2 wings +40 (1d8+4) and
tail snap +40 (2d6+13)
or
crush (Ref DC Breath 2d8+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 8d8, and
entangled for 8d4 rounds, DC 28 half and not entangled)
Druid Spells Prepared (CL 10th)
5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical Wounds
4th -- Dispel Magic, Flame Strike, Murderous Mist, Scrying
3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike Growth
2nd -- Chill Metal, Fog Cloud, Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle (x3), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink
Spell-Like Abilities (CL 11th):
4/day—Blink
8/day - Wildshape
Sorcerer Spells Prepared (CL 11th):
5th (cast 4 times) - 2 spells known
4th (cast 7 times) – 3 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 7 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------

51
STATISTICS
---------------------------------------------------------------------
Str 29, Dex 10, Con 21, Int 18, Wis 21, Cha 18
Base Atk +33; Grp +50
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership, Natural Spell,
Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack, Cleave
Skills Bluff +4, Climb +11, Concentration +34, Diplomacy +30, Escape Artist +8, Gather Information +6,
Handle Animal +7, Heal +7, Hide +0, Intimidate +15, Jump +11, Knowledge (arcana) +17, Knowledge
(geography) +12, Knowledge (history) +13, Knowledge (local) +15, Knowledge (nature) +34, Knowledge
(religion) +15, Listen +28, Profession (herbalist) +10, Search +19, Sense Motive +14, Spellcraft +22,
Spot +37, Survival +26, Survival (aboveground) +28, Survival (tracking aboveground) +28, Survival
(aboveground avoid getting lost, hazards) +30, Survival (underground) +28, Swim +16, Use Magic
Device +15
Languages Common, Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape, Venom immunity
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 34+ Amber Dragon 4) A amber dragon can wild shape just as a druid of the
same caster level, with the following restriction: The amber dragon can only assume animal shapes of
tiny to huge size, and it can only choose one animal form for each use of wild shape it possesses. It
need not use each wild shape use on a different animal. If the dragon later gains the wild shape ability
from class levels, the uses per day stack and it uses the limitations of its innate ability or the class,
whichever is better for the dragon.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9; Senses low-light vision; Listen +4,
Spot +18; AC 25, touch 17, flat-footed 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref +10,
Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6 (1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base
Atk +5; Grp −6; Str 9, Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Flyby
Attack, MultiattackB, Weapon Finesse; Skills Listen +4, Spot +18; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at

52
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural
attacks and does not already have that feat. If it does not have the requisite three or more natural
attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit
at a –5 penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 24 ft. long. Her scales are amber colored with
yellow-green bands, her head is long and thin with two long backward pointing horns, and a
single horn on her snout.

53
REBMA CR 28
Amber Dragon, Advance Very Old, Druid 12
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +32, Spot +41
Aura Frightful Presence DC 27
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 34, touch 8, flat-footed 34 (-2 size, +26 natural)
hp 494 (29d12+174, +12d8+72 HD); DR 15/magic
Fort +30, Ref +20, Will +30; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, all poison
SR 24
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +46 (2d8+10) and
2 claws +46/+41 (3d6+5) and
2 wing +46 (1d8+5) and
tail snap +46 (3d6+15)
or
crush (Ref DC 27, 2d8+15 and be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 9d8, and
entangled for 9d4 rounds, DC 28 half and not entangled)
Druid Spells Prepared (CL 12th)
6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic
5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical Wounds (x2)
4th -- Dispel Magic, Flame Strike, Murderous Mist, Scrying
3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike Growth (x2)
2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally II, Summon Swarm, Tree Shape
1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink,
Spell-Like Abilities (CL 13th):
4/day—Blink
8/day - Wildshape (animal and plant)
Sorcerer Spells Prepared (CL 13th):
6th (cast 4 times) – 2 spells known
5th (cast 6 times) - 3 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 7 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.

54
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 31, Dex 10, Con 23, Int 18, Wis 22, Cha 19
Base Atk +38; Grp +56
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership, Natural Spell,
Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack, Cleave, Rapidstrike
(claws), Spell Penetration
Skills Bluff +4, Climb* +13, Concentraion +39, Diplomacy +32, Escape Artist* +9, Gather Information +6,
Handle Animal +8, Heal +8, Hide +0, Intimidate +16, Jump* +12, Knowledge (arcana) +19, Knowledge
(geography) +13, Knowledge (history) +14, Knowledge (local) +16, Knowledge (nature) +37, Knowledge
(religion) +16, Listen +32, Search +21, Sense Motive +16, Spellcraft +26, Spot +41, Survival +29,
Survival (aboveground) +31, Survival (tracking aboveground) +31, Survival (aboveground avoid getting
lost, hazards) +33, Survival (underground) +31, Swim* +20, Use Magic Device +17
Languages Common, Draconic. Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape, Venom immunity
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 4+ Amber Dragon 4) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon. A druid at 12th can assume plant form.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9; Senses low-light vision; Listen +4,
Spot +18; AC 25, touch 17, flat-footed 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref +10,
Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6 (1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base
Atk +5; Grp −6; Str 9, Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Flyby
Attack, MultiattackB, Weapon Finesse; Skills Listen +4, Spot +18; SQ Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.

55
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural
attacks and does not already have that feat. If it does not have the requisite three or more natural
attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit
at a –5 penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 28 ft. long. Her scales are dark amber colored
with yellow-green bands, her head is long and thin with two long backward pointing horns, and a
single horn on her snout.

56
REBMA CR 32
Amber Dragon, Advanced Ancient, Druid 14
N Huge Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +37, Spot +45
Aura Frightful Presence DC 30
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 37, touch 8, flat-footed 37 (-2 size, +29 natural)
Hp 553 (32d12+192, +14d8+84 HD); DR 15/magic
Fort +33, Ref +22, Will +34; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, poison
SR 26
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 150 ft. (poor)
Melee bite +51 (2d8+11 0 and
2 claws +51/+46 (3d6+5) and
2 wings +51 (1d8+5) and
tail snap +51 (3d6+16)
or
crush (Ref DC 31, 2d8+16 and be pinned)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (50’ cone of superheated and very sticky sap, fire damage 10d8, and
entangled for 9d4 rounds, DC 32 half and not entangled)
Druid Spells Prepared (CL 14th)
7th -- Mass Cure Moderate Wounds, Heal, True Seeing
6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic, Summon Nature’s Ally VI
5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical Wounds (x2)
4th -- Dispel Magic, Flame Strike (x2), Murderous Mist, Scrying
3rd -- Cure Moderate Wounds (x2), Speak with Plants, Spike Growth (x3)
2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally II, Summon Swarm (x2), Tree Shape
1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink
Spell-Like Abilities (CL 15th):
At will -- alter self spell, but only while in her normal form.
5/day—Blink
9/day - Wildshape (animal and plant)
Sorcerer Spells Prepared (CL 15th):
7th (cast 4 times) – 2 spells known
6th (cast 6 times) – 3 spells known
5th (cast 7 times) - 4 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 8 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong

57
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 33, Dex 10, Con 23, Int 20, Wis 24, Cha 20
Base Atk +42; Grp +61
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership (), Natural Spell,
Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack, Cleave, Rapidstrike
claws), Spell Penetration, Blind-Fight, Combat Expertise
Skills Bluff +5, Climb +15, Concentration +42, Diplomacy +36, Escape Artist +10, Gather Information +7,
Handle Animal +11, Heal +9, Hide +0, Intimidate +18, Jump +13, Knowledge (arcana) +23, Knowledge
(geography) +16, Knowledge (history) +17, Knowledge (local) +19, Knowledge (nature) +42, Knowledge
(religion) +20, Listen +37, Profession (herbalist) +12, Search +23, Sense Motive +19, Spellcraft +30,
Spot +45, Survival +34, Survival (aboveground) +36, Survival (tracking aboveground) +36, Survival
(aboveground avoid getting lost, hazards) +38, Survival (underground) +36, Swim* +24, Use Magic
Device +19
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape, Venom immunity, A Thousand Faces
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon. A druid at 12th can assume plant form.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +9; Senses low-light vision; Listen +4,
Spot +18; AC 25, touch 17, flat-footed 20 (+2 size, +5 Dex, +8 natural); hp 28 (7 HD); Fort +5, Ref +10,
Will +4; Spd 10 ft., fly 60 ft. (average); Melee Talons +11/+6 (1d4-1); Space 2-1/2 ft.; Reach 0 ft.; Base
Atk +5; Grp −6; Str 9, Dex 20, Con 10, Int 2, Wis 14, Cha 6; Feats Improved Init., EvasionB, Flyby
Attack, MultiattackB, Weapon Finesse; Skills Listen +4, Spot +18; SQ Link, share spells, Devotion

58
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural
attacks and does not already have that feat. If it does not have the requisite three or more natural
attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit
at a –5 penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if
using the alter self spell, but only while in her normal form.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 32 ft. long. Her scales are dark amber colored
with dark yellow-green bands, her head is long and thin with two long backward pointing horns,
and a single horn on her snout.

59
REBMA CR 35
Amber Dragon, Advanced Wyrm, Druid 16
N Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +40, Spot +49
Aura Frightful Presence DC 31
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 38, touch 6, flat-footed 38 (-4 size, +32 natural)
Hp 662 (35d12+245, +16d8+112 HD); DR 20/magic
Fort +36, Ref +24, Will +36; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, poison
SR 27
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 200 ft. (clumsy)
Melee bite +55 (4d6+12) and
2 claws +56/+51 (3d8+6) and
2 wings +55/+50 (2d6+6) and
tail snap +55 (3d8+18) and
tail sweep (Ref DC 33 half, 2d6+18)
or
crush (Ref DC 33, 4d6+18 and be pinned)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60’ cone of superheated and very sticky sap, fire damage 11d8, and
entangled for 10d4 rounds, DC 35 half and not entangled)
Druid Spells Prepared (CL 16th)
8th -- Mass Cure Serious Wounds, Storm of Elemental Fury
7th -- Aura of Vitality, Mass Cure Moderate Wounds, Heal, True Seeing
6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic, Summon Nature’s Ally VI
5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical Wounds (x2), Fireward
4th -- Dispel Magic, Flame Strike (x2), Murderous Mist (x2), Scrying
3rd -- Cure Moderate Wounds (x3), Speak with Plants, Spike Growth (x3)
2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally II, Summon Swarm (x2), Tree Shape
1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink
Spell-Like Abilities (CL 17th):
At will -- alter self spell, but only while in her normal form.
5/day—Blink
9/day - Wildshape (animal, plant, and elemental 1/day)
Sorcerer Spells Prepared (CL 17th):
8th (cast 4 times) – 2 spells known
7th (cast 6 times) – 3 spells known
6th (cast 6 times) – 3 spells known
5th (cast 7 times) - 4 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 7 times) — 5 spells known
1st (cast 8 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------
TACTICS
---------------------------------------------------------------------

60
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 35, Dex 10, Con 25, Int 20, Wis 25, Cha 20
Base Atk +47; Grp +71
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership, Natural Spell,
Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack, Cleave, Rapidstrike
(claws), Spell Penetration, Blind-Fight, Combat Expertise, Rapidstrike (wings), Weapon Focus (claws)
Skills Bluff +5, Climb +16, Concentraion +48, Diplomacy +40, Escape Artist +12, Gather Information +7,
Handle Animal +13, Heal +9, Hide +0, Intimidate +20, Jump +14, Knowledge (arcana) +25, Knowledge
(geography) +18, Knowledge (history) +19, Knowledge (local) +21, Knowledge (nature) +46, Knowledge
(religion) +22, Listen +40, Profession (herbalist) +11, Search +24, Sense Motive +20, Sense Motive
+20, Spot +49, Survival +38, Survival (aboveground) +40, Survival (tracking aboveground) +40, Survival
(aboveground avoid getting lost, hazards) +42, Survival (underground) +40, Swim +28, Use Magic
Device +20
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape, Venom immunity, A Thousand Faces
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon. A druid at 12th lvl can assume plant form. At 16th lvl can assume elemental form
1/day.

61
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10; Senses low-light vision; Listen +4,
Spot +22; AC 30, touch 18, flat-footed 24 (+2 size, +6 Dex, +12 natural); hp 44 (11 HD); Fort +7, Ref
+13, Will +5; Spd 10 ft., fly 60 ft. (average); Melee Talons +14/+9/+4 (1d4); Space 2-1/2 ft.; Reach 0 ft.;
Base Atk +7; Grp +2; Str 11, Dex 22, Con 10, Int 2, Wis 14, Cha 6; Feats Improved EvasionB, Improved
Init., EvasionB, Flyby Attack, MultiattackB, Weapon Finesse, Wingover; Skills Listen +4, Spot +22; SQ
Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural
attacks and does not already have that feat. If it does not have the requisite three or more natural
attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit
at a –5 penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if
using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging
and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.

62
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 34 ft. long. Her scales are dark, dark amber
colored with dark yellow-green bands, her head is long and thin with two long backward
pointing horns, and a single horn on her snout.

63
REBMA CR 38
Amber Dragon, Advanced Great Wyrm, Druid 18
N Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +46, Spot +56
Aura Frightful Presence DC 34
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 41, touch 6, flat-footed 41 (-4 size, +35 natural)
Hp 782 (38d12+304, 18d8+144 HD); DR 20/magic
Fort +40, Ref +27, Will +40; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, poison
SR 28
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 200 ft. (clumsy)
Melee bite+60 (4d6+13) and
2 claws +61/+56 (3d8+6) and
2 wing +60/+55 (2d+6) and
tail snap +60 (3d8+19)
or
tail sweep (30' radius, 180 degrees, 2d6+19 Ref DC 36 half damage)
or
crush (Ref DC 36 half damage and not pinned, 4d6+19 and pinned)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60’ cone of superheated and very sticky sap, fire damage 12d8, and
entangled for 12d4 rounds, DC 38 half and not entangled)
Druid Spells Prepared (CL 18th)
9th -- Rain of Black Tulips, Shambler
8th -- Mass Cure Serious Wounds, Phantom Wolf, Storm of Elemental Fury, Sunburst
7th -- Aura of Vitality, Mass Cure Moderate Wounds, Heal, True Seeing
6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic (x2), Summon Nature’s Ally VI
5th -- Baleful Polymorph, Call Lighting Storm, Cure Critical Wounds (x2), Fireward, Wall of Thorns
4th -- Despel Magic, Flame Strike (x2), Murderous Mist (x2), Scrying (x2)
3rd -- Cure Moderate Wounds (x3), Speak with Plants, Spike Growth (x3)
2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally II, Summon Swarm (x2), Tree Shape
1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink
Spell-Like Abilities (CL 17th):
At will -- alter self spell, but only while in her normal form.
5/day—Blink
10/day - Wildshape (animal, plant, and elemental 2/day)
Sorcerer Spells Prepared (CL 19th):
9th (cast 4 times) – 2 spells known
8th (cast 6 times) – 3 spells known
7th (cast 6 times) – 3 spells known
6th (cast 7 times) – 3 spells known
5th (cast 7 times) - 4 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 8 times) — 5 spells known
1st (cast 8 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------

64
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 37, Dex 10, Con 27, Int 22, Wis 27, Cha 22
Base Atk +51; Grp +76
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership, Natural Spell,
Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack, Cleave, Rapidstrike
(claws), Spell Penetration, Blind-Fight, Combat Expertise, Rapidstrike (wings), Weapon Focus (claws),
Hover
Skills Bluff +6, Climb* +17, Concentration +52, Diplomacy +44, Escape Artist* +13, Gather Information
+8, Handle Animal +16, Heal +13, Hide +0, Intimidate +22, Jump* +15, Knowledge (arcana) +27,
Knowledge (geography) +20, Knowledge (history) +22, Knowledge (local) +25, Knowledge (nature) +52,
Knowledge (religion) +23, Listen +46, Profession (herbalist) +14, Search +27, Sense Motive +24,
Spellcraft +39, Spot +56, Survival +45, Survival (aboveground) +47, Survival (tracking aboveground)
+47, Survival (aboveground avoid getting lost, hazards) +49, Survival (underground) +47, Swim* +33,
Use Magic Device +23
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape, Venom immunity, A Thousand Faces
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class

65
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon. A druid at 12th lvl can assume plant form. At 18th lvl can assume elemental form
2/day.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10; Senses low-light vision; Listen +6,
Spot +22; AC 32, touch 18, flat-footed 26 (+2 size, +6 Dex, +14 natural); hp 52 (13 HD); Fort +8, Ref
+14, Will +6; Spd 10 ft., fly 60 ft. (average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base
Atk +9; Grp −10; Str 12, Dex 23, Con 10, Int 2, Wis 14, Cha 6; Feats Improved EvasionB, Improved
Init., EvasionB, Flyby Attack, MultiattackB, Weapon Finesse, Wingover; Skills Listen +6, Spot +22; SQ
Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural
attacks and does not already have that feat. If it does not have the requisite three or more natural
attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit
at a –5 penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if
using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging
and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard

66
Rebma gets along well with druids and fey, but has a strong dislike for gobliniods and orcs.
She will make compacts with any non-evil neutral and any good aligned creatures for defense of
the forest, especially against goblinoids and orcs.
Environment: Rebma dwells in a large deep burrow beneath a large oak tree. Rebma eats
woodland animals and plants, being careful not to over-hunt any particular creature in their
habitat.
Typical Physical Characteristics: Rebma is 38 ft. long. Her scales are dark, dark amber
colored with dark yellow-green bands, her head is long and thin with two long backward
pointing horns, and a single horn on her snout.

67
REBMA CR 40
Amber Dragon, Advanced Great Wyrm, Druid 20
N Gargantuan Dragon (Earth)
Init +4; Senses blindsense, darkvision 120 ft., keen senses; Listen +49, Spot +60
Aura Frightful Presence DC 34
---------------------------------------------------------------------
DEFENSE
---------------------------------------------------------------------
AC 41, touch 6, flat-footed 41 (-4 size, +35 natural)
Hp 850 (41d12+328, 20d8+160 HD); DR 20/magic
Fort +42, Ref +28, Will +43; additional +4 vs spell-like abilities of fey
Defensive Abilities
Immune fire, sleep and paralysis effects, poison
SR 28
---------------------------------------------------------------------
OFFENSE
---------------------------------------------------------------------
Spd 40 ft. (8 squares), fly 200 ft. (poor)
Melee bite +65 (4d6+13) and
2 claws +66/+61 (3d8+6) and
2 wings +65/+60 (2d6+6) and
tail snap +65 (3d8+19)
or
tail sweep (30' radius, 180 degrees, 2d6+19 Ref DC 36 half damage)
or
crush (Ref DC 36 half damage and not pinned, 4d6+19 and pinned)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60’ cone of superheated and very sticky sap, fire damage 12d8, and
entangled for 12d4 rounds, DC 38 half and not entangled)
Druid Spells Prepared (CL 20th)
9th -- Elemental Swarm, Rain of Black Tulips, Shambler, Storm of Vengeance (x2)
8th -- Mass Cure Serious Wounds (x2), Phantom Wolf, Storm of Elemental Fury, Sunburst
7th -- Aura of Vitality, Mass Cure Moderate Wounds (x2), Heal, True Seeing
6th -- Cure Light Wounds Mass (x2), Greater Dispel Magic (x2), Summon Nature’s Ally VI
5th -- Baleful Polymorph, Call Lighting Storm (x2), Cure Critical Wounds (x2), Fireward, Wall of Thorns
4th -- Despel Magic, Flame Strike (x2), Murderous Mist (x2), Scrying (x2)
3rd -- Cure Moderate Wounds (x3), Speak with Plants, Spike Growth (x3)
2nd -- Chill Metal, Fog Cloud, Heat Metal, Summon Nature's Ally II, Summon Swarm (x2), Tree Shape
1st -- Cure Light Wounds, Entangle (x4), Magic Fang (claw), Speak with Animals
0 -- Cure Minor Wounds (x2), Guidance, Know Direction (x2), Purify Food and Drink
Spell-Like Abilities (CL 19th):
At will -- alter self spell, but only while in her normal form.
5/day—Blink
10/day - Wildshape (animal, plant, and elemental 3/day)
Sorcerer Spells Prepared (CL 19th):
9th (cast 4 times) – 2 spells known
8th (cast 6 times) – 3 spells known
7th (cast 6 times) – 3 spells known
6th (cast 7 times) – 3 spells known
5th (cast 7 times) - 4 spells known
4th (cast 7 times) – 4 spells known
3rd (cast 7 times) – 4 spell known
2nd (cast 8 times) — 5 spells known
1st (cast 8 times) — 5 spells known
0 (cast 6 times) — 9 spells known
*Can cast druid spells as arcane spells. (Cha modifier applied to cast times)
---------------------------------------------------------------------

68
TACTICS
---------------------------------------------------------------------
Before Combat Rebma will watch all intruders of her the forest to see if they are forest friendly (i.e. Use
dead wood for fires etc.). She will use her animal companion, cohort, and her wildshape ability to spy.
She will always plan attacks against orcs and goblinoids.
During Combat Rebma prefers to use her cunning and trickery to take down her foes, using her blink
ability combined with her breath weapon and spell ability to gain the upper hand. If the foe is to strong
for her to confront, she will sabotage their camp by letting their animals go at night, spoiling there stored
clothing, food, and water.
Morale If seriously threatened Rebma is not averse to fleeing, just to come back later and using hit and
run tactics. She will never stop harassing foes.
---------------------------------------------------------------------
STATISTICS
---------------------------------------------------------------------
Str 37, Dex 10, Con 27, Int 22, Wis 28, Cha 22
Base Atk +56; Grp +81
Feats Improved Init., Multiattack, Wingover, Flyby Attack, Combat Casting, Leadership, Natural Spell,
Improved Multiattask, Ability Focus (Breath Weapon), Alertness, Power Attack, Cleave, Rapidstrike
(claws), Spell Penetration, Blind-Fight, Combat Expertise, Rapidstrike (wings), Weapon Focus (claws),
Hover, Snatch, Improved Maneuverability
Skills Bluff +6, Climb +17, Concentration +55, Diplomacy +47, Escape Artist +13, Gather Information +8,
Handle Animal +18, Heal +16, Hide +0, Intimidate +22, Jump +15, Knowledge (arcana) +28, Knowledge
(geography) +20, Knowledge (history) +22, Knowledge (local) +26, Knowledge (nature) +55, Knowledge
(religion) +24, Listen +49, Profession (herbalist) +15, Search +28, Sense Motive +25, Spellcraft +42,
Spot +60, Survival +49, Survival (aboveground) +51, Survival (tracking aboveground) +51, Survival
(aboveground avoid getting lost, hazards) +53, Survival (underground) +51, Swim +35, Use Magic
Device +24
Languages Common, Draconic, Druidic, Elven, Sylvan.
SQ Blink, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Wild
Shape, Venom immunity, A Thousand Faces
---------------------------------------------------------------------
SPECIAL ABILITIES
---------------------------------------------------------------------
Breath Weapon (Su): The amber dragon has one type of breath weapon, a cone of superheated and
very sticky sap that deals fire damage, those that fail their save against the breath weapon are
entangled for 6d4 rounds. An entangled creature can make an opposed strength check against the
breath weapons DC to break free as a standard action. Creatures that are immune to fire must still
make a save against the breath weapon to avoid getting entangled.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120 feet.
Blink (Sp): (PH p206) Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)
The caster flashes in & out of the Ethereal plane at random. The caster
a) has a 20% chance of losing each attack or spell;
b) has a 50% chance of any attack or spell targeting her being lost (20% if the attacker can see Invisible
–or– can target Ethereal creatures, no chance of missing if the opponent can do both). Note that
Feat: Blind-Fight does not apply when fighting a blinking opponent;
c) takes ½ damage from area-of-effect attacks & falling;
d) can only move ¾ of normal;
e) can step through solid matter with a 50% chance of becoming solid per 5’ (taking 1d6 damage per 5’
if becomes solid & is shunted to the closest available space); and
f) attacks as if Invisible, gaining a +2 attack bonus, and sneak attack damage typically applies.
g) able to attack creatures in the Ethereal plane with a 20% chance of loosing the attack or spell.
Wild Shape (Su): (Druid 5+ Amber Dragon 4) A amber dragon can wild shape just as a druid of the same
caster level, with the following restriction: The amber dragon can only assume animal shapes of tiny to
huge size, and it can only choose one animal form for each use of wild shape it possesses. It need not
use each wild shape use on a different animal. If the dragon later gains the wild shape ability from class

69
levels, the uses per day stack and it uses the limitations of its innate ability or the class, whichever is
better for the dragon. A druid at 12th lvl can assume plant form. At 20th lvl can assume elemental form
3/day.
Skills: Climb, Jump, and Survival are class skills for amber dragons.
Animal Companion (Ex): Kwah: Hawk CR --, Tiny Animal, Init +10; Senses low-light vision; Listen +6,
Spot +22; AC 32, touch 18, flat-footed 26 (+2 size, +6 Dex, +14 natural); hp 52 (13 HD); Fort +8, Ref
+14, Will +6; Spd 10 ft., fly 60 ft. (average); Melee Talons +5 (1d4-2); Space 2-1/2 ft.; Reach 0 ft.; Base
Atk +9; Grp −10; Str 12, Dex 23, Con 10, Int 2, Wis 14, Cha 6; Feats Improved EvasionB, Improved
Init., EvasionB, Flyby Attack, MultiattackB, Weapon Finesse, Wingover; Skills Listen +6, Spot +22; SQ
Link, share spells, Devotion
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even
if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on
all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts
upon herself also affect her animal companion. The animal companion must be within 5 feet of her at
the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous,
it stops affecting the animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch
range spell) instead of on herself. A druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion’s type (animal).
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural
attacks and does not already have that feat. If it does not have the requisite three or more natural
attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit
at a –5 penalty.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid
level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually
unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that
they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in
this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking
damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have
been magically manipulated to impede motion still affect her.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the
spell-like abilities of fey.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if
using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging
and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
---------------------------------------------------------------------
ECOLOGY
---------------------------------------------------------------------
Environment Temperate and cold forests
Organization Solitary or mated pair
Treasure Triple standard

70

S-ar putea să vă placă și