Zarinine

Legends says that the Zarinine were created when an aging wizard, yearning for youth, performed an experiment with mixing draconic blood with that from a human. After several unwilling human trials he performed the ritual on himself, but something went horribly wrong. Somehow the ritual was magnified in power, making those that were subjected to it in the past more dragon than human. They lost all memories of who they were and became mad beasts, intent on eating, breading and destroying. The wizard, who was the subject of the ritual at the time, is said to still be alive, in a form even more dragon and even more horrific that the others of his perverted race.

Zarinine look like humans with wings and draconic skin, scaled and slimy. Their skin’s color changes from each specimen, but they are always a mix of base colors. Most wizards hypothesize that the reason for this is because the wizard who created the Zarinine used a mix of different chromatic dragon’s blood in his ritual. They have long, nail-like claws and a strong tail.

Medium Dragon
Hit Dice: 13d12+52 (142)
Initiative: +3
Speed: 30 ft, 50 ft fly (good)
Armor Class: 26 (+3 dex, +13 natural)
Base Attack/Grapple: +13/+18
Attack: 2 Claws +18, Bite +18, Tail Sweep (+18)
Damage: 2 Claws (2d4+5), Bite (1d10+8), Tail Sweep (2d6+5)
Space/Reach: 5ft/5ft
Special Attacks: Breath Weapon, Sleep Touch, Death Aura
Special Qualities: Damage Reduction 10/Silver, Spell Resistance 27, Darkvision 60 ft, Immune to Magical Sleep and Paralyze Effects, Sneak Attack +2d6, Vigilant
Saves: Fort +17, Ref +16, Will +15
Abilities: Str 21, Dex 17, Con 19, Int 6, Wis 10, Cha 15
Skills: Spot +18, Listen +18, Hide +21, Move Silently +21
Feats: Iron Will, Alertness, Stealthy, Fly-By Attack, Power Attack
Environment: Any
Organization: Solitary or Family (2-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class
Level Adjustment: -

Breath Weapon: Once every 1d4 rounds, a Zarinine can release a breath weapon. Roll 1d4. On a result of a one, the Zarinine releases a line of lightning. On a two, it releases a line of acid. One a three is releases a line of fire. On a four it releases a cone of sonic energy. In all cases, the breath weapon deals 13d6 damage.

Sleep Touch: With a touch attack a Zarinine can attempt to put a creature into a magical sleep. The touched creature must make a will save (DC 19) or fall asleep for 1d4 hours. The creature can be woken normally.

Death Aura: Once per a day a Zarinine can release an aura of negative energy. Every creature within a five foot radius must make a fortitude save (DC 19) or die. Those that make the save take 6d6 damage.

Sneak Attack +2d6: As the rogue ability.

Vigilance: A Zarinine cannot be flanked or caught flat footed.

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