Dragon, Hoard
| Statistic | Value |
|---|---|
| Climate/Terrain | Any mountains |
| Organization | Solitary |
| Intelligence | Exceptional (15–16) |
| Alignment | Chaotic neutral |
| No. Appearing | 1 |
| Armor Class | 25 |
| Move | 180 |
| Hit Dice | 15 |
| To Hit | +5 |
| No. of Attacks | 4 |
| Damage/Attack | 1–8/1–8/1–10/3–18 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | 25% |
| Size | G (50+ ft. long) |
| Stunts | M 1d10, A 1d6, F 1d8, S 1d8, I 1d4, C 1d6 |
Description
Most dragons are benevolent and serve the Jade Emperor in some capacity. Hoard dragons are the exception. These greedy creatures used to guard the Jade Emperor’s treasure in Heaven. Over time, however, they came to believe the treasure was rightly theirs and failed to give face to the Lord of Heaven. This was a grave mistake indeed: The Jade Emperor banished the dragons to Earth. Since they loved treasure so, hoard dragons were consigned to live in the mountains and protect the treasures of humanity until they were needed. Each and every hoard dragon is fated to die defending its treasure—it is only a question of when. This is the Lord of Heaven’s curse.
Hoard dragons are long and serpentine and come in a variety of colors. They have many legs and can move very quickly. In combat they attack with their two front claws (1d8 points of damage apiece), a tail lash (1d10 damage), and a fearsome bite (3d6 damage). They also have a full range of stunts and use them with ruthless efficiency.
Hoard dragons can take human form at will, but they rarely do so. While other dragons often travel amid humanity, hoard dragons stay close to home. They must, after all, guard their treasure.
Also in this section of the source
Possession
All spirits (including ghosts) and demons have the power to possess mortals. Those of good alignment usually only possess willing victims, while those of evil alignment do whatever suits them. Often possession is the only way for a demon to get to Earth.
Possession is an Insight feat, with a TN equal to the Wisdom score of the victim or 15, whichever is higher. Once in control of a mortal body, the possessing entity can use it as desired. However, it has no access to the memories of the host (so it could not cast spells known the victim, for instance). Possession lasts a number days equal to the result of the stunt die; the possessing entity can attempt another Insight feat to retain control. While they are free to leave the body at any time, possessing spirits and demons usually must be cast out by shamans.