Male house drake (cl 3; concentration +5) unchained rogue 8 (Curse of the Crimson Throne 474, Pathfinder Unchained 20)
CG Tiny dragon
Init +2; Senses darkvision 60 ft., low-light vision, scent, see invisibility; Perception +15


AC 21, touch 15, flat-footed 18 (+4 armor, +2 Dex, +1 dodge, +2 natural, +2 size)
hp 90 (10 HD; 8d8+2d12+38)
Fort +8, Ref +11, Will +9
Defensive Abilities danger sense +2, evasion, ferocious will, improved uncanny dodge; Immune paralysis, sleep


Speed 20 ft., fly 50 ft. (good)
Melee +2 longspear +13/+8 (1d4+3/×3 plus 4d6 sneak attack), sting +8 (1d4+1 plus 4d6 sneak attack)
Space 2½ ft.; Reach 0 ft. (5 ft. with sting)
Special Attacks breath weapon, silver strike, sneak attack (unchained) +4d6
Spell-Like Abilities (CL 3rd; concentration +5)
   Constant—see invisibility
   3/day—cure light wounds
   1/day—alarm (CL 12th), obscuring mist


Str 12, Dex 15, Con 17, Int 13, Wis 14, Cha 14
Base Atk +8; CMB +8; CMD 20 (24 vs. trip)
Feats Combat Expertise, Dodge, Flyby Attack, Gang UpAPG, OutflankAPG, Weapon Finesse, Weapon Focus (sting)
Skills Acrobatics +15 (+11 to jump), Appraise +9, Disable Device +21, Escape Artist +15, Fly +17, Intimidate +15, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (local) +14, Perception +15, Sense Motive +7, Sleight of Hand +15, Stealth +23, Survival +8, Use Magic Device +11
Languages Common, Draconic, Infernal
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, favored terrain (urban +2), rogue talents (bonus feat, combat trick, terrain mastery, trap spotter), trapfinding +4
Combat Gear potion of cure moderate wounds, potion of cure serious wounds, potion of cure serious wounds, potion of lesser restoration, potion of lesser restoration (2), potion of magic fang (3), skydragon firework, skyrocket fireworkUE (4); Other Gear +2 mithral chain shirt, +2 longspear, masterwork thieves’ tools, tindertwig (20), 30 gp

Special Abilities

Breath Weapon (3/day, DC 18) (Su) Affect a cone or line with some magical effect.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can’t 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Ferocious Will (DC 17) (Ex) Mental backlash from first successful WIll save staggers target for 1 rd. (Will neg)
Fly (50 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Gang Up You are considered to be flanking your target if two allies threaten that target
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Silver Strike (Ex) Natural attacks treated as silver for purposes of overcoming DR.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10′ of a trap, the GM secretly rolls for you to find it.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.

The Korvosan house drake is not a true drake, but rather an unusual local variant of the more common pseudodragon-an example of how a creature placed under extreme conditions might adapt and evolve to grow stronger. In this case, house drakes are the result of brutal and violent predations upon their pseudodragon ancestors by Korvosa’s imps, who began to become a true infestation in the early years after the Acadamae was founded and its students began accidently releasing the little devils into the urban wilds after failing to claim them as familiars. These imps found Korvosa’s indigenous pseudodragons to be a delightful (and delicious) population to torment, for there was little that the pseudodragons could do against an imp’s defenses.

It wasn’t long before the most able, wise, and stubborn of the city’s pseudodragons began fighting back, chewing on silver coins to build up traces of the metal in their teeth and stings to be able to penetrate their enemy’s supernatural skin, focusing their studies on magic to see through impish invisibility and recover from the constant fights, and gorging on fat dream spiders (see page 477) to develop a befuddling breath weapon. The evolution of the pseudodragon into the house drake took only a few generations, quickly enough that many scholars suspect the outside influence of a mysterious patron of some supernatural source.

A 7th-level chaotic good spellcaster with the Improved Familiar feat can gain a house drake as a familiar.
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