TEXT: A Drake Miscellany
  STG401
  Greysca4e Series
  New heroic-tier drakes -
   HerdDrake, both wild and
  domesticated
   Vermin Drake, two-
  legged, winged drakes
  with breath from their
  draconic forebears
   The small, but tough and
  deadly, Shelldrake
   Lizardrake swarms:
  annoying, pint-sized,
  flaming pests
   Stonemunchers: slow but
  lethal stone-burrowers
  
  2
  Sceaptune Games: Greyscale Series
  A Drake Miscellany
  Contents
  Introduction...................................3
  HerdDrake......................................3
  Wild HerdDrake..............................3
  Domesticated HerdDrake................4
  HerdDrake Tactics...........................5
  HerdDrake Lore...............................5
  Lizardrake Swarm.........................5
  <Draketype> Table  ...........................5
  Lizardrake Swarm Tactics..............6
  Lizardrake Swarm Lore..................6
  Example Lizardrake Swarms..........6
  Lizardrake Metaswarm....................6
  Shell Drake.....................................7
  Shelldrake Tactics...........................7
  Shelldrake Lore................................7
  Stonemunchers..............................8
  Stonemuncher Tactics....................9
  Stonemuncher Lore.........................9
  A Note for Dungeon Masters..........9
  Vermin Drake..............................10
  Sample Vermin Drake..................11
  Vermin Drake Tactics...................12
  Vermin Drake Lore.......................12
  Drake Magic Items.......................12
  Armour..........................................12
  Example armour..................................12
  Weapons........................................12
  Hands Slot Item............................13
  Head Slot Item..............................13
  Arm Slot Items..............................13
  Feet/Neck Slot Items.....................13
  Potions..........................................13
  Index.............................................14
  Credits
  Author/Concept
  Tim Bancroft
  Illustrations
  Harsh
  Proofing/Editing/Playtesting
  Ben Jones, Jamie Watson, Larissa Tonkin, Lloyd Thomas, Nick
  Townsend, Rosemary, Stephen Jarvis
  Additional Acknowledgements
  Illustrations taken from Treasury of Fantastic and Mythological Creatures:
  1,087 Renderings from Historic Sources, Author Richard Huber, Dover 1981
  Enworld/morrus and others for the 4e-Icons font.
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibil-
  ity Logo, D&D, PLAYER’S HANDBOOK, DUNGEON MASTER’S
  GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast,
  Inc. in the USA and other countries and are used with permission. Certain
  materials, including 4E References in this publication, D&D core rules
  mechanics, and all D&D characters and their distinctive likenesses, are
  property of Wizards of the Coast, Inc., and are used with permission under
  the Dungeons & Dragons 4th Edition Game System License. All 4E Refer-
  ences are listed in the 4E System Reference Document, available at
  www.wizards.com/d20.
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written
  by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S
  GUIDE, written by James Wyatt; and MONSTER MANUAL, written by
  Mike Mearls, Stephen Schubert and James Wyatt © 2008 Wizards of the
  Coast, Inc. All rights reserved.
  Contents
  DnD Greysca4es: A Drake Miscellany (PDF/eBook Sourcebook)
  Author:  
  Tim Bancroft
  Reference:  
  STG401
  ISBN:  
  978-1-906130-14-5
  Published by: 
  Sceaptune Games,
   
  PO Box 63,
   
  Tidworth,
   
  SP9 7ZX, UK
  http://www.sceaptunegames.co.uk/
  
  3
  A Drake Miscellany
  Introduction
  Drakes, in all their forms, are a nuisance to many wilder-
  ness societies.  But to many small adventuring bands they
  can be much more than a nuisance, at times verging on the
  deadly dangerous.  Whatever their origins, drakes breed
  true and abundantly and, if not checked or controlled,
  quickly become a terrifying plague.
  This supplement details a range of new drakes for enhanc-
  ing your DUNGEONS & DRAGONS™ 4TH EDITION adven-
  tures.  With these drakes, the characters will be tested,
  surprised and perhaps even alarmed!
  About DnD Greysca4es
  This is a series of PDF-only source books intended for use
  with the Dungeons and Dragons™ 4E Role Playing
  Game.  To save production and printing costs, they are
  produced in greyscale where possible, and can even be
  reproduced two-up on a single A4 sheet in booklet style
  (if you’re struggling, do get in touch with Sceaptune
  Games). Powers are produced separately, in colour, so
  they need not be printed out with the main booklet.
  If you would like to use anything printed here in your own
  supplements for Dungeons and Dragons 4E, do get in
  touch.
  Copyright Information
  A Drake Miscellany PDF/eBook © 2008 Sceaptune
  Games.  All rights reserved.  This material is protected
  under the copyright laws of the United Kingdom.  Repro-
  duction of this work by any means without the written
  permission of the publisher is expressly forbidden.  All
  significant characters, names, places, items, art and text
  herein are copyright Sceaptune Games.  This product is a
  work of fiction.  Any similarity to actual people, places,
  organisations and events is purely coincidental.
  Automatic Permissions
  Prior permission is granted to reproduce the monster
  statistic blocks printed here in regional or core, officially
  authorised, RPGA Living Greyhawk adventures and sce-
  narios providing reference is made to the title, author and
  publisher of the source.
  HerdDrake
  These tough two-legged, heavily armoured creatures are
  used by wretches as food.  Resembling dark-coloured,
  two-legged, long-tailed and armoured dinosaurs, they
  occasionally use their two small front claws for support or
  for clearing scrub or ground cover to get at their food.
  Though they have a savage bite, herddrake are vegetarian
  herd animals and generally avoid conflict unless their
  young or lead bull are threatened, in which case they fight
  to the death to protect them.
  HerdDrake are often domesticated by those races able to
  capture them when young and tame them.  The risk
  involved in herding such lumbering animals is great,
  however, so it is normally only carried out by those in dire
  need or on the frontiers of civilisation.
  WILD HERDDRAKE
  Though the wild and domesticated HerdDrake generally
  react in the same way, except towards their drakeherds,
  the wild herddrake are typically older, larger and more
  ferocious.  The HerdDrake infant listed here can also
  represent a domesticated juvenile or infant.
  Wild HerdDrake 
   Level 5 Soldier
  Large natural beast (reptile)  
  XP 200
  Initiative +4
  Senses Perception +4
  HP 66; Bloodied 33
  AC 23*; Fortitude 21, Reflex 17, Will 19
  Resist 5 force, poison
  Speed 8
   M Bite (standard; at-will)
   
  Reach 2; +12 vs. AC; 1d10+4 damage
   m Barge (standard; at-will)
   
  +10 vs. Reflex; 1d8+4 damage and the target is
  pushed 1 square and knocked prone.  Shift into the
  space the target vacated.
   m Tail Slap (immediate reaction; when an adjacent
   
  opponent misses an attack against the herdrake)
   
  +10 vs. Reflex; 1d10+4 damage.
   m Stomp (immediate reaction; when an adjacent
   
  opponent falls prone)
   
  +8 vs. Reflex; 3d8+4 damage against the prone op-
  ponent.  Move 2-3 squares, one of which must be
  over one of the target’s squares, the other 2 of which
  can be in any direction.  You must finish in a vacant
  space.
  Alignment unaligned
  Languages –
  Skills Endurance +11
  Str 18 (+6) Dex 10 (+2) Wis 14 (+4)
  Con 18 (+6) Int 3 (-2) Cha 10 (+2)
  *+2 AC from heavily-armoured scales
  HerdDrake
  
  4
  Sceaptune Games: Greyscale Series
  Wild HerdDrake infant/
   
  Domestic HerdDrake juvenile 
   Level 3  Minion
  Medium natural beast (reptile)  
  XP 38
  Initiative +3
  Senses Perception +2
  HP 1; a minion takes no damage from missed attacks.
  AC 20*; Fortitude 18, Reflex 15, Will 16
  Resist 2 force, poison
  Speed 6
   M Bite (standard; at-will)
   
  +10 vs. AC; 1d8+3 damage
   m Nudge (standard; at-will)
   
  +8 vs. Reflex; 1d6+3 damage and the target is
  pushed 1 square.  Shift into the space the target va-
  cated.
   m Stomp (immediate reaction; when an adjacent
   
  opponent falls prone)
   
  +6 vs. Reflex; 2d6+3 damage against the prone op-
  ponent.  Move 2 to 3 squares, one of which must be
  over one of the target’s squares, the other 2 of which
  can be in any direction.  You must finish in a vacant
  space.
  Alignment unaligned
  Languages –
  Skills Endurance +9
  Str 16 (+4) Dex 10 (+1) Wis 12 (+2)
  Con 16 (+4) Int 3 (-3) Cha 10 (+1)
  *+1 AC from armoured scales
  Wild HerdDrake Lead Bull 
   Level 6 Elite Soldier
  Large natural beast (reptile)  
  XP 500
  Initiative +5
  Senses Perception +5
  HP 148; Bloodied 74
  AC 26*; Fortitude 24, Reflex 18, Will 22
  Resist 5 force, poison
  Saving Throws +2
  Speed 8
  Action Points 1
   M Bite (standard; at-will) **
   
  Reach 2; +13 vs. AC; 2d6+4 damage
   M Charge ‘n Barge (move; at-will) **
   
  Move up to 3 squares and make an attack against an
  adjacent opponent; +11 vs. Reflex; 2d8+4 damage
  and the target is pushed 2 squares and knocked
  prone.  Shift into the space the target vacated.
   m Tail Slap (immediate reaction; when an adjacent
   
  opponent misses an attack against the herddrake)
   
  +11 vs. Reflex; 2d8+4 damage.
   m Stomp (immediate reaction; when an adjacent
   
  opponent falls prone)
   
  +9 vs. Reflex; 3d10+4 damage against the prone
  opponent.  Move 2 to 3 squares, one of which must
  be over one of the target’s squares, the other 2 of
  which can be in any direction.  You must finish in a
  vacant space.
  Alignment unaligned
  Languages –
  Skills Endurance +12
  Str 19 (+7) Dex 11 (+3) Wis 15 (+5)
  Con 19 (+7) Int 4 (+0) Cha 11 (+3)
  *+2 AC from heavily-armoured scales
  ** A herddrake bull can make two attacks on its turn.
  DOMESTICATED HERDDRAKE
  Though they resemble their wild brethren, domesticated
  herddrake are much smaller and younger.  Their juveniles
  can be represented by the Infant herddrake described
  above, whilst
  Domesticated HerdDrake 
   Level 4 Soldier
  Medium natural beast (reptile)  
  XP 175
  Initiative +4
  Senses Perception +4
  HP 56; Bloodied 28
  AC 22*; Fortitude 19, Reflex 16, Will 18
  Resist 5 force, poison
  Speed 6
   M Bite (standard; at-will)
   
  +11 vs. AC; 1d8+4 damage
   m Barge (standard; at-will)
   
  +9 vs. Reflex; 1d6+4 damage and the target is
  pushed 1 square and knocked prone.  Shift into the
  space the target vacated.
   m Stomp (immediate reaction; when an adjacent
   
  opponent falls prone)
   
  +7 vs. Reflex; 3d6+4 damage against the prone op-
  ponent.  Move 3 squares, one of which must be over
  one of the target’s squares, the other 2 of which can
  be in any direction.  You must finish in a vacant
  space.
  Alignment unaligned
  Languages –
  Skills Endurance +10
  Str 16 (+5) Dex 10 (+2) Wis 14 (+4)
  Con 16 (+5) Int 3 (-2) Cha 10 (+2)
  *+2 AC from heavily-armoured scales
  Domesticated HerdDrake infant  
  Level 2  Minion
  Small natural beast (reptile)  
  XP 31
  Initiative +3
  Senses Perception +1
  HP 1; a minion takes no damage from missed attacks.
  AC 19*; Fortitude 14, Reflex 15, Will 16
  Speed 5
   M Bite (standard; at-will)
   
  +9 vs. AC; 1d8+3 damage
   m Nudge (standard; at-will)
   
  +7 vs. Reflex; 1d6+3 damage and the target is
  pushed 1 square.  Shift into the space the target va-
  cated.
   m Stomp (immediate reaction; when an adjacent
   
  opponent falls prone)
   
  +5 vs. Reflex; 1d10+3 damage against the prone
  opponent.  Move 3 squares, one of which must be
  over one of the target’s squares, the other 2 of which
  can be in any direction.  You must finish in a vacant
  space.
  Alignment unaligned
  Languages –
  Skills Endurance +10
  Str 14 (+3 Dex 10 (+1) Wis 11 (+1)
  Con 15 (+3) Int 3 (-3) Cha 10 (+1)
  *+1 AC from armoured scales
  HerdDrake
  
  5
  A Drake Miscellany
  Domesticated HerdDrake Lead Bull
   
   
  Level 4 Elite Soldier
  Large natural beast (reptile)  
  XP 350
  Initiative +4
  Senses Perception +4
  HP 116; Bloodied 58
  AC 24*; Fortitude 22, Reflex 16, Will 20
  Resist 5 force, poison
  Speed 8
  M Bite (standard; at-will)**
   
  Reach 2; +11 vs. AC; 1d8+4 damage
   m Charge ‘n Barge (move; at-will)**
   
  Move up to 3 squares and make an attack against an
  adjacent opponent; +9 vs. Reflex; 1d10+4 damage
  and the target is pushed 2 squares and knocked
  prone.  Shift into the space the target vacated.
   m Tail Slap (immediate reaction; when an adjacent
   
  opponent misses an attack against the herddrake)
   
  +9 vs. Reflex; 1d10+4 damage.
   m Stomp (immediate reaction; when an adjacent
   
  opponent falls prone)
   
  +7 vs. Reflex; 3d8+4 damage against the prone op-
  ponent.  Move 3 squares, one of which must be over
  one of the target’s squares, the other 2 of which can
  be in any direction.  You must finish in a vacant
  space.
  Alignment unaligned
  Languages –
  Skills Endurance +11
  Str 18 (+6) Dex 10 (+2) Wis 14 (+4)
  Con 18 (+6) Int 3 (-2) Cha 10 (+2)
  *+2 AC from heavily-armoured scales
  ** A herddrake bull typically makes two attacks on its
   
  turn (Charge ‘n Barge and Bite)
  HERDDRAKE TACTICS
  A group of herddrake act to protect any youngsters with
  the herd.  The herd bull always faces the most threatening
  opponent, firstly in terms of size and then in terms of
  actual damage dealt. The others forming a semi circle or
  ring around the infants, their first priority. Their second-
  ary tactics involve mobbing an opponent to knock them
  over, trample them and disable them.
  If the lead bull is in trouble and calls for help, the rest of
  the small herd will always come to his aid to rescue him.
  The bull typically bites one opponent and ‘charge ‘n
  barges’ another, but if faced by one tough assailant will
  use both attacks against that opponent.
  HERDDRAKE LORE
  A character knows the following information with a suc-
  cessful Nature check.
   
  DC 15: HerdDrake, whether wild or domesticated,
  are typically found in family groups consisting of 2-4
  adults and a similar number of infants, the herd being led
  by an lead bull.
  DC 20: Whilst the lead bull leads the herd, and killing
  him will make the rest of the herd rout in terror, the herd
  will defend him to the utmost until he is killed.
  Lizardrake Swarm
  These diminutive creatures are ineffective on their own
  but gather together in large swarms to defend their nesting
  colonies.
  Lizardrake Swarm 
   Level 3 Skirmisher
  Medium natural beast (reptile, swarm)  
  XP 150
  Initiative +5
  Senses Perception +2
  Swarm Attack aura 1; the lizardrake swarm makes a
  free lizardrake breath attack against each enemy that
  begins its turn in the aura
  HP 44; Bloodied 22
  AC 17; Fortitude 16, Reflex 17, Will 16
  Immune Swarm immunities Resist 2 <draketype>*
  Vulnerable 5 against area attacks except of type
  <draketype>*
  Saving Throws +2 against effects of type <draketype>
  Speed fly 6 (altitude limit 10, clumsy grounded, hover)
  M Swarmbite (standard; at-will)
   
  +8 vs. AC; 2d6+3 damage
  c Lizardrake breath (against each opponent that
   
  begins its turn in aura) � <draketype>*
   
  +3 vs. Reflex; 1d6+3 <draketype> damage, and on-
  going 2 <draketype> damage (save ends).
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 12 (+2) Dex 14 (+3) Wis 13 (+2)
  Con 12 (+2) Int 3 (-4) Cha 8 (+0)
  *<draketype> The damage type <draketype> inflicted
   
  by a swarm of lizardrake’s breath weapon is fixed and
   
  must be chosen when the beast is placed.  Possible
   
  <draketype> are Acid, Cold, Fire, Lightning or Poison.
   
  Its skin colouring should give a clue as to the type of
   
  damage inflicted, similar to dragons (refer to the
   
  <draketype>Table below).
  <DRAKETYPE> TABLE
   
  <draketype> 
  Scale colour
  Acid 
  Black, deep blue, purple or green
  Cold 
  White, very pale tones
  Fire 
  Reds, deep oranges, terracotta
  Poison (gas) 
  Greens, emerald, to rich olive
  Lightning 
  Mid-blue to turquoise
  Lizardrake swarm
  
  6
  Sceaptune Games: Greyscale Series
  LIZARDRAKE SWARM TACTICS
  Lizardrake merely attack the closest enemy to their nest-
  ing site or colony, only moving on to another attacker if
  they, in turn, become the closest living assailant.  If the
  swarms colony of nests and eggs is destroyed, it will give
  up the fight and flee to another suitable site.
  LIZARDRAKE SWARM LORE
  A character knows the following information with a suc-
  cessful Nature check.
   
  DC 15: Lizardrake prefer to build their colonies in
  cliff faces, caves and old ruins where they have quick
  access to the open air and food sources.
  DC 20: The only way to destroy a swarm is to kill
  every member of it.  The easiest way to drive it away is to
  destroy the colony’s nests, typically contained in a 20- to
  25-square area (such as a 4x5 or 5x5 ruin).
  DC 25: There could be several colonies within a large
  ruin, each at least 15 squares from each other, and each of
  which fights each other unless intruders arrive who might
  threaten any single colony.  At that point, multiple
  swarms could attack a small group.  Occasionally these
  swarms merge to form a fearsome metaswarm.
  EXAMPLE LIZARDRAKE SWARMS
  The following swarms can be readily inserted into any
  campaign as part of a wilderness encounter.  Several
  swarms of different colours could be encountered togeth-
  er on a single ruined castle, each defending their colonies.
  Green Lizardrake Swarm 
   Level 3 Skirmisher
  Medium natural beast (reptile, swarm)  
  XP 150
  Initiative +5
  Senses Perception +2
  Swarm Attack aura 1; the lizardrake swarm makes a
  free lizardrake breath attack against each enemy
  that begins its turn in the aura
  HP 44; Bloodied 22
  AC 17; Fortitude 16, Reflex 17, Will 16
  Immune Swarm immunities Resist 2 poison
  Vulnerable 5 against area attacks except of type poison
  Saving Throws +2 against poison
  Speed fly 6 (altitude limit 10, clumsy grounded, hover)
  M Swarmbite (standard; at-will)
   
  +8 vs. AC; 2d6+3 damage
  c Lizardrake breath (against each opponent that
   
  begins its turn in aura) � Poison
   
  +3 vs. Reflex; 1d6+3 poison damage, and ongoing 2
  poison damage (save ends).
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 12 (+2) Dex 14 (+3) Wis 13 (+2)
  Con 12 (+2) Int 3 (-4) Cha 8 (+0)
  Description The cloud of flying creatures resolves itself
  into a swarm of numerous, tiny, dragon-like beasts,
  each covered with glistening emerald scales.  A haze
  of noxious fumes appears to surround the flock as it
  races towards you.
  White Lizardrake Swarm 
   Level 3 Skirmisher
  Medium natural beast (reptile, swarm)  
  XP 150
  Initiative +5
  Senses Perception +2
  Swarm Attack aura 1; the lizardrake swarm makes a
  free lizardrake breath attack against each enemy
  that begins its turn in the aura
  HP 44; Bloodied 22
  AC 17; Fortitude 16, Reflex 17, Will 16
  Immune Swarm immunities Resist 2 cold
  Vulnerable 5 against area attacks except of type cold
  Saving Throws +2 against cold
  Speed fly 6 (altitude limit 10, clumsy grounded, hover)
  M Swarmbite (standard; at-will)
   
  +8 vs. AC; 2d6+3 damage
  c Lizardrake breath (against each opponent that
   
  begins its turn in aura) � Cold
   
  +3 vs. Reflex; 1d6+3 cold damage, and ongoing 2
  cold damage (save ends).
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 12 (+2) Dex 14 (+3) Wis 13 (+2)
  Con 12 (+2) Int 3 (-4) Cha 8 (+0)
  Description From the crevasse in the glacier ahead ex-
  plodes a dense cloud of flying creatures.  As they
  close to defend their lair, even the air around them
  seems to chill you to your bones.
  Blue Lizardrake Swarm 
   Level 3 Skirmisher
  Medium natural beast (reptile, swarm)  
  XP 150
  Initiative +5
  Senses Perception +2
  Swarm Attack aura 1; the lizardrake swarm makes a
  free lizardrake breath attack against each enemy
  that begins its turn in the aura
  HP 44; Bloodied 22
  AC 17; Fortitude 16, Reflex 17, Will 16
  Immune Swarm immunities Resist 2 lightning
  Vulnerable 5 against area attacks except of type light-
  ning
  Saving Throws +2 against lightning
  Speed fly 6 (altitude limit 10, clumsy grounded, hover)
  M Swarmbite (standard; at-will)
   
  +8 vs. AC; 2d6+3 damage
  c Lizardrake breath (against each opponent that
   
  begins its turn in aura) � Lightning
   
  +3 vs. Reflex; 1d6+3 lightning damage, and ongoing
  2 lightning damage (save ends).
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 12 (+2) Dex 14 (+3) Wis 13 (+2)
  Con 12 (+2) Int 3 (-4) Cha 8 (+0)
  Description You thought you were being cautious, but a
  buzz from the ruined tower ahead resolves itself into
  a seething blue haze.  From its edges crackle hun-
  dreds of miniature bolts of lightning.
  LIZARDRAKE METASWARM
  Occasionally the a group of lizardrake of the same species
  gather together in a huge colony and create a metaswarm
  when they attack intruders.  Though it does not co-operate
  Lizardrake swarm
  
  7
  A Drake Miscellany
  with other monsters, the swarm does take advantage of
  their diversions to fly into attack.  Large lizardrake colo-
  nies and their associated metaswarms are avoided by
  many creatures, even by vermin overdrake,  though intel-
  ligent creatures nearby make a concerted effort to sup-
  press them.
  Lizardrake Metaswarm 
   Level 9 Skirmisher
  Large natural beast (reptile, swarm)  
  XP 400
  Initiative +7
  Senses Perception +5
  Swarm Attack aura 1; the lizardrake swarm makes a
  free lizardrake breath attack against each enemy
  that begins its turn in the aura
  HP 94; Bloodied 47
  AC 23; Fortitude 23, Reflex 22, Will 22
  Resist 2 <draketype>*
  Vulnerable 5 against area attacks except of type
  <draketype>*
  Saving Throws +2 against effects of type <draketype>
  Speed fly 6 (altitude limit 10, clumsy grounded, hover)
  M Swarmbite (standard; at-will)
   
  +12 vs. AC; 2d8+5 damage
  c Lizardrake breath (against each opponent that
   
  begins its turn in aura) � <draketype>*
   
  +10 vs. Reflex; 1d8+5 <draketype> damage, and
  ongoing 2 <draketype> damage (save ends).
  Alignment unaligned
  Languages –
  Skills Stealth +5 **
  Str 14 (+6) Dex 12 (+5) Wis 13 (+5)
  Con 14 (+6) Int 3 (+0) Cha 7 (+2)
  * <draketype> The damage type <draketype> inflicted
   
  by the metaswarm’s breath weapon is fixed and  must
   
  be chosen when the monster is placed.  Refer to the
   
  <draketype> Table for details.
  ** The metaswarm is not considered trained in the
   
  Stealth skill.
  Shell Drake
  These four-legged drake resemble a cross between small
  behemoths, armadillo and guard drake.  They have a
  heavily armoured carapace that grants them substantial
  protection against opponents, giving them time to gnaw
  their opponents to the ground.  They are much favoured
  by moorwretches (see other Sceaptune Games Greyscales
  supplements) as guard animals due to their resilience.
  Shell Drake 
   Level 3 Soldier
  Small natural beast (reptile)  
  XP 150
  Initiative +4
  Senses Perception +1
  HP 44; Bloodied 22
  AC 21*; Fortitude 17*, Reflex 16, Will 15
  Resist 5 force
  Speed 4
   M Bite (standard; at-will)
   
  +10 vs. AC; 1d8+3 damage
   m Legbash (standard; at-will)
   
  +8 vs. Reflex; 1d6+3 damage and the target is
  knocked prone (see opportune crush).
   m Opportune Crush (immediate interrupt; when an
   
  adjacent opponent is knocked prone; at-will)
   
  +8 vs. Reflex; 1d8+3 damage
  Alignment unaligned
  Languages –
  Skills Stealth +7
  Str 16 (+4) Dex 12 (+2) Wis 11 (+1)
  Con 12 (+2) Int 3 (-4) Cha 8 (+0)
  *+2 AC and Fortitude from armour
  SHELLDRAKE TACTICS
  Shelldrake tend to operate in pairs, whether trained or
  wild.  If trained and used as support for a squad of raiders,
  the shelldrake are typically sent in first or from the flanks.
  This allows them to knock their opponents down, making
  them easy prey for the shelldrake handlers.  In the wild,
  shelldrake try to hide behind or under suitable cover then
  rush out to defend their nest, hoping to achieve surprise
  and knock their opponents over.
  SHELLDRAKE LORE
  A character knows the following information with a suc-
  cessful Nature check.
  DC 15: Shelldrake are brave and very territorial.
  They nest in communal burrows of 2-4 family groups
  within mounds or beneath large trees. Any creatures
  coming within 10 squares of their burrows tends to find a
  surprise attack from all the shelldrake at once.
  DC 20: There is no way to drive shelldrake away.
  Once they attack they continue to do so until too injured
  to continue or until the attacker withdraws.
  Shelldrake
  
  8
  Sceaptune Games: Greyscale Series
  Stonemunchers
  Stonemunchers are rotund, blue-grey drakes who use
  vestigial wings to keep themselves upright as they push
  themselves along with their heavy feet, their belly scrap-
  ing on the floor.  Their neck is short, their head large and
  their teeth – which grow constantly – have been special-
  ised for eating rock.  Their breath weapon has evolved
  such that they break the rock ahead of them into bite-sized
  chunks by initially spraying it with superheated acid and
  then freezing it with cold breath from a separate gland.
  They particularly like coal as well as complex forms of
  volcanic and igneous rock. Where they are plentiful, the
  stone is honeycombed with numerous tunnels.
  Though stonemunchers are not very bright, they are not
  particularly aggressive unless startled from sleep or when
  laying eggs.  Their eggs are typically laid in a warm
  side-chamber in a flavoursome seam they have hollowed
  out, but the eggs and young are left to fend for themselves.
  The eggs are very hard and nutrient-rich, being the first
  thing their young eat, but a used egg-chamber can be
  spotted by the very small tunnels leading from it in all
  directions.  They continue to grow throughout their life.
  In all the following monster blocks, Stonemunchers can-
  not use any attacks when moving through soil or rock.
  Juvenile Stonemuncher 
   Level 2 Elite Lurker
  Small natural/aberrant beast  
  XP 250
  Initiative +5
  Senses Perception +0; darkvision
  HP 66; Bloodied 33
  AC 18; Fortitude 18, Reflex 16, Will 13
  Resist 5 acid, cold
  Saving Throws +2
  Speed 4, 1 through soil, 1 per 5 turns through rock*
  Action Points: 1
   M Bite (standard; at-will)
   
  +7 vs. AC; 1d10+3 damage
   r Boiling Acid Spit (standard; recharge 4 5 6) �
  Acid, Fire
   
  Ranged 3; +3 vs Reflex; 2d10+3 acid damage plus
  ongoing 2 acid damage (save ends)
   c Drake Breath (standard; recharge 5 6) � Cold
   
  +5 vs. Reflex; 1d10+3 cold damage, and ongoing 2
  cold damage (save ends)
   m Double Attack (standard; at-will subject to recharge)
   
  A stonemuncher can use its bite and either its spit or
  drake breath as a single, standard action, either
  against the same target or two different targets
  Alignment unaligned
  Languages –
  Skills Endurance +8
  Str 15 (+3) Dex 10 (+1) Wis 8 (+0)
  Con 15 (+3) Int 3 (-2) Cha 8 (+0)
  *
  Juveniles create tunnels that medium and small
   
  creatures can only crawl through; no attack is
   
  possible when moving through soil or rock.
  Adolescent Stonemuncher 
   Level 4 Elite Lurker
  Medium natural/aberrant beast  
  XP 350
  Initiative +6
  Senses Perception +2; darkvision
  HP 92; Bloodied 46
  AC 20; Fortitude 21, Reflex 16, Will 18
  Resist 5 acid, cold
  Saving Throws +2
  Speed 5, 2 through soil, 1 per 3 turns through rock*
  Action Points: 1
   M Bite (standard; at-will)
   
  +9 vs. AC; 1d10+4 damage
   r Boiling Acid Spit (standard; recharge 4 5 6) �
  Acid, Fire
   
  Ranged 4; +5 vs Reflex; 3d8+4 acid damage plus
  ongoing 5 acid damage (save ends)
   c Drake Breath (standard; recharge 5 6) � Cold
   
  Close blast 2; +5 vs. Reflex; 1d10+4 cold damage,
  and ongoing 2 cold damage (save ends)
   m Double Attack (standard; at-will subject to recharge)
   
  A stonemuncher can use its bite and either its spit or
  drake breath as a single, standard action, either
  against the same target or two different targets
  Alignment unaligned
  Languages –
  Skills Endurance +10
  Str 16 (+5) Dex 10 (+2) Wis 10 (+2)
  Con 16 (+5) Int 3 (-2) Cha 8 (+1)
  *
  Adolescents create tunnels through which which
   
  medium characters take a –2 penalty to all physical
   
  skills, AC, Reflex and attacks (no attack possible
   
  when moving through soil or rock)
  Stonemunchers
  
  9
  A Drake Miscellany
  Adult Stonemuncher 
   Level 6 Solo Lurker
  Large natural/aberrant beast  
  XP 1,250
  Initiative +7
  Senses Perception +4; darkvision
  HP 296; Bloodied 148
  AC 22; Fortitude 24, Reflex 18, Will 21
  Resist 5 acid, cold
  Saving Throws +5
  Speed 5, 2 through soil, 1 per 2 turns through rock*
  Action Points: 2
   M Bite (standard; at-will)
   
  +11 vs. AC; 2d8+4 damage (Reach 1, despite size).
   r Boiling Acid Spit (standard; recharge 4 5 6) �
  Acid, Fire
   
  Ranged 5; +7 vs Reflex; 3d10+4 acid damage plus
  ongoing 5 acid damage (save ends)
   c Drake Breath (standard; recharge 5 6) � Cold
   
  Close blast 3; +7 vs. Reflex; 2d8+4 cold damage, and
  ongoing 5 cold damage (save ends)
   m Double Attack (standard; at-will subject to recharge)
   
  A stonemuncher can use its bite and either its spit or
  drake breath as a single, standard action, either
  against the same target or two different targets
  Alignment unaligned
  Languages –
  Skills Endurance +12
  Str 20 (+8) Dex 10 (+3) Wis 12 (+4)
  Con 18 (+7) Int 3 (-1) Cha 8 (+2)
  *
  Adults create tunnels the usable portion of which is
   
  effectively 1 square wide  (no attack when tunneling)
  Ancient Stonemuncher 
   Level 9 Solo Lurker
  Huge natural/aberrant beast  
  XP 2,000
  Initiative +8
  Senses Perception +6; darkvision
  HP 392; Bloodied 196
  AC 25; Fortitude 27, Reflex 21, Will 25
  Resist 10 acid, cold
  Saving Throws +5
  Speed 6, 2 through soil, 1 through rock*
  Action Points: 2
   M Bite (standard; at-will)
   
  Threatening reach 2; +14 vs. AC; 2d8+5 damage
   r Boiling Acid Spit (standard; recharge 4 5 6) �
  Acid, Fire
   
  Ranged 6; +10 vs Reflex; 4d8+5 acid damage plus
  ongoing 5 acid damage (save ends)
   c Drake Breath (standard; recharge 5 6) � Cold
   
  Close blast 3; +10 vs. Reflex; 2d8+5 cold damage,
  and ongoing 5 cold damage (save ends)
   m Double Attack (standard; at-will subject to recharge)
   
  A stonemuncher can use its bite and either its spit or
  drake breath as a single, standard action, either
  against the same target or two different targets
  Alignment unaligned
  Languages –
  Skills Endurance +13
  Str 22 (+10) Dex 10 (+4) Wis 14 (+6)
  Con 18 (+8) Int 4 (+1) Cha 8 (+3)
  * Though 3 squares x 3 squares in area, Ancient Stone-
   
  munchers leave a tunnel the usable portion of which
   
  is 2 squares wide and is usable by large creatures
   
  or smaller and other ancient stonemunchers (no
   
  attack is possible when moving through soil or rock)
  STONEMUNCHER TACTICS
  These dim-witted beasts have little idea of real tactics and
  tend to attack anything they come across in a tunnel ahead
  of them or who come across them when they are guarding
  or making an egg-laying chamber.  They otherwise ignore
  what they cannot see, whether that is behind them, invisi-
  ble or has just run away (of course, if something hits them
  and hurts, they try to turn around!).
  It is normally fairly easy to run past or escape from a
  larger stonemuncher as the rock will be honeycombed
  with twisting and turning passages made as the pests
  meander through the rock.
  STONEMUNCHER LORE
  A character knows the following information with a suc-
  cessful Dungeoneering check.  A Nature check can be
  used with a DC +2 higher.
   
  DC 12: Stonemunchers can be a real nuisance in
  mining complexes, eating through the more valuable
  rocks and metals.  Dwarves, in particular, hate them for
  the damage they do undermining their halls, destroying
  their homes and eating their way through precious lodes
  of ore.
   
  DC 15: The best way to kill a stonemuncher is to
  attack it from behind and then run before it spits its breath
  over you.  They are not particularly bright, however, so if
  a foe disappears from view the stonemuncher returns to
  what it was doing.
   
  DC 20: Though the stonemuncher maze is good to
  hide in an create ambushes, its complex twists and turns
  make it easy to become lost unless an explorer keeps his
  wits about him.
  A NOTE FOR DUNGEON MASTERS
  The intricate and convoluted maze of a stonemuncher lair
  makes an extremely confusing and useful dungeon.  Not
  only coul dit still be inhabited by stonemunchers of all
  sizes, but the various egg chambers, perhaps with new
  denizens, collapsed falls, almost vertical flues and curv-
  ing tunnels make it a dangerous place for adventurers to
  explore.
  Negotiating a stonemuncher maze, or a chase through
  one, can also make for an interesting and challenging
  Skill Encounter.  Possible skills encompass many of those
  held by an adventuring group, for example: Endurance, to
  keep on going or to run further when escaping from a
  drake; Athletics, to climb up a flue; Acrobatics to survive
  a sudden tunnel collapse or cross a delicate bridge; Dun-
  geoneering to determine the type of rock strata or correct
  direction to take; and Stealth to sneak past an egg-cham-
  ber.
  A stonemuncher maze presents a host of opportunities!
  Vermin Drake
  
  10
  Sceaptune Games: Greyscale Series
  Vermin Drake
  Of the more annoying winged drakes, the vermin drake
  and its relatives stand out as being the most aggressive
  and predatory.  Though the dangerous vermin drake can
  range from the size of a pony to that of a horse, the smaller
  vermin drakling are also much feared by those who have
  encountered them.  But it is the vermin overdrake who are
  most feared, being the size of a small dragon and having
  the temperament of a trapped boar.
  All vermin drake are two-legged, winged, dragon-like
  reptiles, complete with breath weapons and a vicious
  temper.  The main difference between each species is their
  size and capabilities: the immensely tough vermin drake
  are unsociable and tend to be encountered on their own;
  the capable, but weaker, vermin drakling tend to hunt in
  pairs whilst fending for their young; and the overdrake
  tend to be highly territorial, like dragons.  No vermin
  species is intelligent.
  The type of damage inflicted by any of the vermin’s
  breath weapon is normally reflected in their colouring,
  which matches that of the corresponding dragon.  Fire-
  breathing vermin drake, for example, are shades of red or
  terracotta whilst white vermin drakling breathe a cloud of
  freezing cold gas (this damage is referred to as
  <draketype> in the monster statistic blocks below).  They
  are not limited to the environments preferred by their
  similarly coloured dragon relatives, but all dislike cold
  areas and terrain that is too mountainous or too obstruct-
  ed, such as dense forests or jungle.  Both vermin over-
  drake and the standard vermin drake tend to avoid woods
  and areas of dense shrubland that can interfere with their
  flying; in constrast, vermin drakling are not so fussy.
  No species of vermin drake fly too far from their nest.
  Most are likely to be found at dawn or dusk, chancing
  their arm at picking off easy meat, normally through
  swooping upon it from behind.  They defend their kill
  vigorously, only flying away when reduced to 1/10 their
  hit points or less.
  Vermin Drake 
   Level 3 Solo Lurker
  Medium natural beast (reptile)  
  XP 750
  Initiative +7
  Senses Perception +8
  HP 184; Bloodied 92
  AC 19; Fortitude 19, Reflex 19, Will 17
  Resist 5 <draketype>*
  Saving Throws +5; +7 against type <draketype>
  Speed 4, fly 8
  Action Points 2
   M Bite (standard; at-will)
   
  Threatening reach 2; +8 vs. AC; 2d6+3 damage.
   M Claw (standard; at-will)
   
  +8 vs. AC; 1d10+3 damage.
   m Double slash (standard; at-will)
   
  Make one attack with each claw.
  Swoop (standard; at-will)
   
  Move 6 to 8 squares starting from height 4.  Make a
   
  breath or melee attack at any point during the move
  (typically a drake swoops down to 1-2 squares above
  its intended victim before flying back up to height 4).
  This does not provoke opportunity actions  from the
  target when moving away.
   c Drake Breath (standard; recharge 4 5 6) �
   
  <draketype>*
   
  Close blast 3; +4 vs. Reflex; 2d10+3 <draketype>
  damage, and ongoing 5 <draketype> damage (save
  ends).
  Frenzied Breath (immediate interrupt; when first
   
  bloodied)
   
  Make an immediate Drake Breath attack
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 14 (+3) Dex 14 (+3) Wis 14 (+3)
  Con 14 (+3) Int 4 (-2) Cha 12 (+2)
  * <draketype> The damage type <draketype> inflicted
   
   by an individual drake’s breath weapon is fixed,
   
  chosen when the beast is placed.  Possible
   
  <draketype> are Acid, Cold, Fire, Lightning or
   
  Poison.  Skin colouring should give a clue as to the
   
  type of damage inflicted, similar to dragons.  Refer to
   
  the <draketype> Table (under Lizardrake) for details.
  Vermin Drake
  
  11
  A Drake Miscellany
  Vermin Drakling 
   Level 3 Elite Lurker
  Small natural beast (reptile)  
  XP 300
  Initiative +8
  Senses Perception +8
  HP 74; Bloodied 37
  AC 19; Fortitude 16, Reflex 20, Will 19
  Resist 5 <draketype>*
  Saving Throws +2; +4 against type <draketype>
  Speed 4, fly 8 (altitude 20, clumsy grounded, hover)
  Action Points 1
   M Bite (standard; at-will)
   
  +8 vs. AC; 1d10+3 damage
   M Claw (standard; at-will)
   
  +8 vs. AC; 2d6+3 damage
  Swoop (standard; at-will)
   
  Refer to Vermin Drake
   c Drake Breath (standard; recharge 56) �
   
  <draketype>
   
  Close blast 3; +4 vs. Reflex; 2d6+3 <draketype>
  damage, and ongoing 5 <draketype> damage (save
  ends).
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 12 (+2) Dex 16 (+4) Wis 14 (+3)
  Con 13 (+2) Int 3 (-4) Cha 10 (+1)
  * <draketype> Refer to the <draketype> Table
  Vermin Overdrake 
   Level 5 Solo Lurker
  Large natural beast (reptile)  
  XP 1,000
  Initiative +7
  Senses Perception +9
  HP 252; Bloodied 126
  AC 21; Fortitude 21, Reflex 18, Will 21
  Resist 5 <draketype>*
  Saving Throws +5; +7 against type <draketype>
  Speed 4, fly 10
  Action Points 2
   M Bite (standard; at-will)
   
  Threatening reach 2; +10 vs. AC; 2d8+4 damage
   M Claw (standard; at-will)
   
  +10 vs. AC; 1d10+4 damage
   m Double slash (standard; at-will)
   
  Make one attack with each claw
  Swoop (standard; at-will)
   
  Move 6 to 10 squares starting from height 4.  Make a
   
  breath or melee attack at any point during the move.
  This does not provoke opportunity actions  from the
  target when moving away (see Vermin Drake).
  c Drake Breath (standard; recharge 4 5 6) �
   
  <draketype>*
   
  Close blast 3; +6 vs. Reflex; 3d8+4 <draketype>
  damage, and ongoing 5 <draketype> damage (save
  ends).
  Frenzied Breath (immediate interrupt; when first
   
  bloodied)
   
  Make an immediate Drake Breath attack
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 16 (+5) Dex 12 (+3) Wis 14 (+4)
  Con 15 (+4) Int 4 (-1) Cha 12 (+3)
  * <draketype> Refer to the <draketype> Table
  SAMPLE VERMIN DRAKE
  Using the above as a template, the following is an exam-
  ple Vermin Drake and Vermin Drakling.
  Red Vermin Drake 
   Level 3 Solo Lurker
  Medium natural beast (reptile)  
  XP 750
  Initiative +7
  Senses Perception +8
  HP 184; Bloodied 92
  AC 19; Fortitude 19, Reflex 19, Will 17
  Resist 5 fire
  Saving Throws +5; +7 against fire
  Speed 4, fly 8
  Action Points 2
   M Bite (standard; at-will)
   
  Threatening reach 2; +8 vs. AC; 2d6+3 damage.
   M Claw (standard; at-will)
   
  +8 vs. AC; 1d10+3 damage.
   m Double slash (standard; at-will)
   
  Make one attack with each claw.
   c Drake Breath (standard; recharge 4 5 6) � Fire
   
  Close blast 3; +4 vs. Reflex; 2d10+3 fire damage,
  and ongoing 5 fire damage (save ends).
  Swoop attack (standard; at-will)
   
  Move 6 to 8 squares starting from height 4.  Make a
   
  breath or melee attack at any point during the move
  (typically swoops down to 1-2 squares above its in-
  tended victim before flying back up to height 4).
  This does not provoke opportunity actions  from the
  target when moving away.
  Frenzied Breath (immediate interrupt; when first
   
  bloodied)
   
  Make an immediate Drake Breath attack
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 14 (+3) Dex 14 (+3) Wis 14 (+3)
  Con 14 (+3) Int 4 (-2) Cha 12 (+2)
  Description The two-legged dragon swooping down
  from the skies had scales that glistened in a rich ter-
  racotta.  Its attitude was not one of malevolence,
  merely that of a hunter looking for prey.
  Vermin Drake
  
  12
  Sceaptune Games: Greyscale Series
  Blue Vermin Drakling 
   Level 3 Elite Lurker
  Small natural beast (reptile)  
  XP 300
  Initiative +8
  Senses Perception +8
  HP 74; Bloodied 37
  AC 19; Fortitude 16, Reflex 20, Will 19
  Resist 5 lightning
  Saving Throws +2; +4 against lightning
  Speed 4, fly 8 (altitude 20, clumsy grounded, hover)
  Action Points 1
   M Bite (standard; at-will)
   
  +8 vs. AC; 1d10+3 damage
   M Claw (standard; at-will)
   
  +8 vs. AC; 2d6+3 damage
   c Drake Breath (standard; recharge 56) � lightning
   
  Close blast 3; +4 vs. Reflex; 2d6+3 lightning dam-
  age, and ongoing 5 lightning damage (save ends).
  Swoop (standard; at-will)
   
  Move 6 to 8 squares starting from height 4.  Make a
   
  breath or melee attack at any point during the move
  (typically swoops down to 1-2 squares above its in-
  tended victim before flying back up to height 4).
  This does not provoke opportunity actions  from the
  target when moving away.
  Alignment unaligned
  Languages –
  Skills Stealth +8
  Str 12 (+2) Dex 16 (+4) Wis 14 (+3)
  Con 13 (+2) Int 3 (-4) Cha 10 (+1)
  VERMIN DRAKE TACTICS
  These drake are typically loners so try to surprise their
  prey by staying out of sight or up high before swooping
  down.  They are not afraid of picking on any size group
  providing the group contains small and medium sized
  creatures, and pick on the smallest or lightest armed,
  hoping to frighten away the others.  When a Vermin
  Drake has downed a foe, it regards the kill as its prey and
  will go to great lengths to keep attackers ‘off’ its kill.
  VERMIN DRAKE LORE
  A character knows the following information with a suc-
  cessful Nature check.
   
  DC 15: All types of vermin drake are ferocious
  hunters and normally chase their prey.  The overdrake,
  however, are likely to attack just to drive an aggressor
  away from its territory, and therefore may not pursue if its
  targets run away.
  Drake Magic Items
  As drakes become more of a nuisance, some mages devel-
  oped weapons, armour and protection specifically for use
  against drakes or that use drake material in their fabrica-
  tion.  Those magic items which are readily available are
  suggested below.
  ARMOUR
  Drakeskin armour Level 5+
  This armour glistens with the colours of the drake from which
   
  it was crafted.
  Lvl 5 +1 1,000 gp
  Lvl 15 +3 25,000 gp
  Lvl 10 +2 5,000 gp
  Lvl 20 +4 125,000 gp
  Armour: Leather, Hide, Scale
  Enhancement: AC
  Property: +1 additional item bonus against all attacks
   
  from drakes and Resist 5 <draketype>, where
   
  <draketype> is the type of damage inflicted by the
   
  drake from whose scales and skin this was made.
   
  <draketype> can be either fire, lightning, cold,
   
  poison or acid.  The armour has a base tinge the
   
  same as the <draketype> (white for cold, red for fire,
   
  green for acid, blue for lightning, etc).
   
  Level 15 or 20: Resist 10 <draketype> and a +2
   
  additional item bonus against all attacks from drakes.
  EXAMPLE ARMOUR
  Black Scale Drakeskin armour Level 10
  This armour glistens darkly, the scales soaking up the light.
  Lvl 10 +2 5,000 gp
  Armour:  Scale
  Enhancement: AC
  Property: +3 item bonus against all attacks  from drakes
   
  and Resist 5 acid.
  Blue Hide Drakeskin armour Level 15
  The hardened hide of this armour glints with a navy-blue
   
  sheen.
  Lvl 15 +3 25,000 gp
  Armour:  Hide
  Enhancement: AC
  Property: +5 item bonus against all attacks  from drakes
   
  and Resist 10 lightning.
  WEAPONS
  Though at lower levels the weapon listed here is useful, it
  may be too highly focused against drakes for a character
  to retain it into an epic level campaign.  For heroes and
  paragons, however, it is a useful weapon, especially when
  faced with stonemunchers or the worst form of vermin
  overdrake.
  Most dwarven drakebane weapons tend to be warham-
  mers, whilst elven and human weapons tend to be hal-
  berds and swords.
  Magic Items
  
  13
  A Drake Miscellany
  Drakebane weapon Level 8+
  The sword was created to protect the city from a frequent
   
  threat, a plague of Vermin Drakes, and was purposefully
   
  designed to find a weakness in the drake’s scale skin.
  Lvl 8 +2 3,400 gp
  Lvl 18 +4 85,000 gp
  Lvl 13 +3 17,000 gp
  Weapon: Any sword, spear, hammer or halberd
  Enhancement: Attack rolls and damage rolls
  Critical: +1d8 damage per plus, or +1d12 damage per
   
  plus against drakes
  Property: +1 extra attack and damage vs. Drakes
  Power (Daily): Minor Action. Gain Resist 5 against all
  drake breath attacks (Resist 10 at Paragon tier).
  Sustain minor.
  HANDS SLOT ITEM
  The powers of the herddrake gave rise to the following
  item.
  Bull Drake Gauntlets  
  Level 7
  Created from the skin of a herddrake bull, this scaly and
   
  rough-looking pair of gauntlets grant you one of the bull
   
  drake’s abilities.
  Item Slot: Hand 2,600 gp
  Property: Whenever you make a Bull Rush and hit, you
   
  push the target an additional square and knock him
   
  prone.
  HEAD SLOT ITEM
  The following items are all useful when potentially facing
  drakes and their ilk.
  Hood of Draconic Insight 
  Level 5
  Created from the skin of numerous drakes and a dragon, this
   
  simple hood increases the wearer’s knowledge of their
   
  activities and abilities.
  Item Slot: Head 1,000 gp
  Property: Gain a +2 bonus to Dungeoneering and
   
  Nature checks when attempting to remember details
   
  about drakes, dragons and reptiles.
  Cap of Dwarven Learning 
  Level 8
  Used by wizards throughout time to gain a greater knowledge
   
  of the world beneath the ground.
  Item Slot: Head 3,400 gp
  Property: Gain a +2 bonus to Dungeoneering and
   
  Arcana checks.
  Cap of Elven Wisdom 
  Level 8
  Though initially made by elven wizards, this simple green cap
   
  grants the wearer an excellent insight into the world above
   
  ground .
  Item Slot: Head 3,400 gp
  Property: Gain a +2 bonus to Nature and Arcana
   
  checks.
  ARM SLOT ITEMS
  We suggest that where a shield or bracer provides protec-
  tion against dragon breath attacks, they are extended to
  also provide protection against the dragon-derived drake
  breath attacks listed in this booklet.
  FEET/NECK SLOT ITEMS
  Though no specific items are provided, to add flavour to
  a drake-based campaign the advice in the D&D 4E DUN-
  GEON MASTER’S GUIDE should be followed to adapt or
  create existing magic items.
  For example, the definition for the current Winged Boots
  (a foot slot item) could be applied to a pair of
  ‘Drakewings’, magically preserved wings of a vermin
  overdrake attached to a harness.  The Drakewings are a
  Neck Slot Item, but all other information remains the
  same.  Though this can enhance the flavour of a cam-
  paign, care should be taken when adapting such items,
  however, as the characters may lose out on other benefits.
  POTIONS
  Many of the drakes in this booklet have exceptional
  Endurance skills.  The specialists in the study of arcane
  secrets have developed a simple but sometimes useful
  potion.
  Potion of Stamina 
  Level 5
  Distilled from the sweat and blood of drakes, this pale red
   
  potion grants the imbiber a much-needed boost .
  Potion: 50gp
  Property: Gain a +2 bonus to Endurance for the rest of
   
  this encounter.
  Magic Items
  
  14
  Sceaptune Games: Greyscale Series
  Index
  <draketype>................................................................ 5, 7, 10, 11
  <Draketype> Table................................................................... 5
  Adolescent Stonemuncher........................................................ 8
  Adult Stonemuncher................................................................. 9
  Ancient Stonemuncher.............................................................. 9
  Barge, HerdDrake Attack.......................................................... 4
  Boiling Acid Spit, Stonemuncher Attack........................... 8, 9
  Bracers, Magic............................................................................ 13
  Bull Drake Gauntlets................................................................. 13
  Cap of Dwarven Learning........................................................ 13
  Cap of Elven Wisdom............................................................... 13
  Charge ‘n Barge, HerdDrake Attack.................................. 4, 5
  colony, lizardrake....................................................................... 6
  Domestic HerdDrake............................................................. 4, 5
  Domestic HerdDrake infant...................................................... 4
  Domestic HerdDrake juvenile................................................... 4
  Domestic HerdDrake Lead Bull................................................ 5
  Drake Breath, Stonemuncher Attack.................................. 8, 9
  Drake Breath, Vermin Drake Attack..................................... 10
  Drake Breath, Vermin Drakling Attack............................ 11, 12
  Drake Breath, Vermin Overdrake Attack.............................. 11
  Drakebane weapon.................................................................... 13
  Drakeskin armour..................................................................... 12
  Black Scale.......................................................................................... 12
  Blue Hide............................................................................................ 12
  Drakewings, Magic Item........................................................... 13
  Frenzied Breath, Vermin Drake Attack................................. 10
  Frenzied Breath, Vermin Overdrake Attack......................... 11
  Head Slot Magic Items............................................................. 13
  HerdDrake................................................................................... 3
  Hood of Draconic Insight........................................................ 13
  Juvenile Stonemuncher.............................................................. 8
  Legbash, Shelldrake Attack....................................................... 7
  Lizardrake breath.............................................................. 5, 6, 7
  Lizardrake Metaswarm.......................................................... 6, 7
  Lizardrake Swarm.............................................................. 5, 6, 7
  Magic Armour........................................................................... 12
  Magic Gauntlets........................................................................ 13
  Magic Weapons......................................................................... 12
  Metaswarm, Lizardrake............................................................. 7
  Nudge, HerdDrake Attack....................................................... 4
  Opportune Crush, Shelldrake Attack..................................... 7
  Potion of Stamina..................................................................... 13
  Red Vermin Drake..................................................................... 11
  Shell Drake.................................................................................. 7
  Shields, Magic............................................................................ 13
  Stomp, HerdDrake Attack............................................... 3, 4, 5
  Stonemuncher eggs.................................................................... 8
  Stonemunchers............................................................................ 8
  Swarmbite, Lizardrake attack.......................................... 5, 6, 7
  Swoop attack, Vermin Drake Attack.......................... 10, 11, 12
  Tail Slap, HerdDrake Attack................................................ 4, 5
  Trained Shelldrake..................................................................... 7
  Vermin Drake............................................................................ 10
  Wild HerdDrake..................................................................... 3, 4
  Wild HerdDrake infant.............................................................. 4
  Wild HerdDrake Lead Bull........................................................ 4
  Index
  
  Drakes - you  either love them or hate them.  Are they warped and wizened de-
  scendents of true dragons?  Or are they an evolutionary offshoot that never
  evolved into anything of any real power?  Most adventurers don’t care: they may
  not be as dangerous as true dragons, but drakes sure are a pain and, sometimes,
  can be lethal.  Within this booklet we provide templates and definitions for five
  new drakes, some the unintelligent spawn of dragonkind, others just surprisingly
  annoying.
  With four outlines and a host of ready-to-use statistic blocks, this is just what you
  need when your players take your campaign off the rails, or when you wish to
  surprise them with something different and challenging!
  Contains the following heroic-tier monsters and items:
   
  Outlines and monster blocks for the eponymous
  dragon-spawn: Vermin Drake, Vermin Drakling
  and the terrifying Vermin Overdrake
   
  The simple Shelldrake, a useful alternative to the
  Guard Drake
   
  The domestic and wild HerdDrake - cattle with a
  nasty difference!
   
  Outlines and example monster blocks for the sur-
  prisingly lethal Lizardrake Swarms
   
  Stonemunchers, drake who have taken to the dark-
  est depths of the earth and made it their home
   
  Drake-based magic items
  STG401
  A Drake Miscellany
  Greysca4e Series
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Sceaptune Games/A Drake Miscellany.pdf