Kendragon by Kipper Snifferdoo

Magical Dragon (Fire)
Hit Dice: 13d12+26 (110)
Size: Large
Speed: 60 ft., fly 200 ft. (poor), burrow 30 ft.
AC: 24 (-1 size, +18 natural)
Attacks: 2d6 (bite)/ 2 x 1d8 (claws)/ 2 x 1d6 (wings)/ 1d8 (tail slap)
Attack Bonus: +24
Saves: Fort +15, Ref +11, Will +13
Breath Weapon: 6d6 DC (23)
Fear: 21
SR: 20
Climate/Terrain: Any, favoring temperate and warm desert, plains, and underground
Organization: Solitary
Challenge Rating: 7
Treasure: none
Alignment: Chaotic Good
Abilities: Str 23, Dex 10, Con 19, Int 14, Wis 15, Chr 14
Advancement: -

The kendragon is a kender that as been polymorphed into an adult brass dragon. The first kendragon was Mapshaker Wanderfuss. He accidentally broke into a wizard’s home and happened upon a small magical dragon figurine. The figurine bit Mapshaker and turned the kender into a brass dragon. After three days of experiencing just how hard it was to be a dragon Mapshaker was fortunate enough to be tracked down by the wizard he borrowed the figuring from and was transformed back into a kender.

The biggest mistake the red robe made however was allowing the kender go free to tell the tale. Once the news had spread of this wonderful device the wizard was visited by many kender all wanting to try this fabulous magic item, and it was not long before the item found it’s way into yet another kender’s pouch and was spirited away.

Kendragons, much like bronze dragons are very talkative, and like kender can be just as difficult to get rid of if one has decided to travel with a party of adventurers. They usually have much news and information on the region of which they have currently been wandering, and it’s difficult to sort out the truth from the kendragon’s rambling and embellishing of the information.

They are a nuisance to the communities in which they have chosen to wander through, because unlike true brass dragons, kendragons are much more friendly and trusting of the local populace. Although they will steer clear of a particular place if they are threatened sufficiently.

Kendragons often forget their current situation and will act as if they are still small kender. It’s not uncommon for a kendragon to try to hide behind objects that only cover their head, or try to fit through doorways or sneak quietly, which can be very comical.

The kender ability to taunt is nullified by the size of the kendragon. It’s one thing to attack a taunting kender, but most opponents will think twice before attacking a taunting kendragon.

Combat
Kendragons try to avoid direct confrontation, usually because they don’t want to hurt anyone smaller than themselves. But if they do attack, kendragons can be as much of a menace to themselves as they are to the enemy. Kendragons have all the same abilities of an adult brass dragon.

Breath Weapon
Kendragons have 2 breath weapons, a line of fire or a cone shaped cloud of sleep gas. Kendragons are unable to control the line of fire as they are not experienced at using it. There is a 30% chance that a kendragon will miss the target they were aiming at and a 5% chance that the kendragon will burn it’s mouth and throat every time the line of fire breath weapon is used, thus preventing the kendragon from using the fire breath weapon for the next 3 days.

When using the cone of sleep creatures in the cone must succeed at a Will save or fall asleep, regardless of HD, for 1d6+6 rounds. The kendragon must also make the same save or it will also fall asleep.

Fire Subtype (Ex): Fire immunity, double damage from cold except on successful save.

Spell-Like Abilities: At will – speak with animals; 3/day – endure elements (radius 60 feet); 1/day – suggestion, control winds, and control weather. Kendragons do not gain the summon Djinni ability.

Adventure Hooks and Encounters
1. A village has reported seeing a dragon in the area. They believe it’s a red dragon and want to hire adventurers to hunt it down and return it’s head to them. The dragon is actually a kendragon that has been hiding in the surrounding woodlands and sneaking down to find food.

2. As the party is traveling a brass dragon (kendragon) confronts them, asking them all sorts of questions and hindering their progress. Trying to find out where they are headed, what they are carrying and acting is a suspicious manner. He offers the party advice on the region they are traveling in exchange for anything of interest they may be willing to swap. (Note: the kendragon is not after steel or treasures and will settle for the most trivial of items.)

3. A kendragon jumps out and surprises the party as a joke. It has just recently been transformed from a kender and doesn’t yet understand the full consequences of it’s actions as an adult dragon. It asks the party if they would like to go for a quick fly around the area. Any members that do take a chance of falling from the kendragons back as she/he flies, and will most likely be harmed.

4. A kendragon approaches the party and asks for help from a black robed wizard that is chasing him and will most definitely kill him if he is found. He asks for help to change back into a kender and deal with the wizard.

5. The party is facing overwhelming odds in combat when a brass dragon (kendragon) appears to “help” them.

 

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