Tuesday, April 14, 2020

Reviews: Conversion Guides to Caldwen

I am still spending a Virtual Vacation in Calidar's beautiful Caldwen.  But you know what every tourist needs?  A tour guide.  Thankfully our thoughtful travel agent Bruce Heard has supplied us with not one, but two new "tour guides" for anyone traveling to Caldwen.

CAL2a Conversion Guide to Caldwen for Vintage Roleplaying and CAL2b Conversion Guide to Caldwen for the OSRIC System.

Both books follow the same format. The only differences are the systems they are being converted too.  The books cover both CAL2 Calidar On Wings of Darkness and CA2 How to Train Your Wizard.  Knowledge of PG2 A Players' Guide to Caldwen and Game Mechanics for the World of Calidar is helpful.  (links are to reviews, not the products themselves.)

The books are 30 pages with full-color covers and color with black & white interior art. Prices at $3.95, but currently $2.95.  You do not need both, but I find it nice for my own system analyses.
Unlike the main Caldwen/Calidar books the art here is sparse, but that is by design since the focus of this book is the stats.  Here Heard make explicit the conversions he discussed in the main books using the Calidar game stats.  Depending on the system book you grab, you get easily familiar stat blocks and guides on how to use the books.  Now obviously the "vintage roleplaying" can be used with any 70s and 80s circa version of the World's Greatest Role-Playing Game. Or as I have called here, any Basic-Era edition.  It is labeled for "Labyrinth Lord" but any game similar enough to Labyrinth Lord can be used (ie. only a Law-Chaos alignment axis, race-as-class), or adapted.  The OSIRC-labeled version can also be used with any Advanced-era version of the game.

One of the main features of these books is the Mage Knight class. I am quite fond of this class so I wanted to try it out.  Now I have choices, a "Basic" or an "Advanced" version.  Now the class has been converted faithfully, so don't expect them to look exactly the same between the Basic and Advanced versions.  There is no description of the powers the Mage Knight has, you still need the Caldwen book for that, but this is expected.

After the Mage Knight, we get into the How to Train Your Wizard material. 

Throughout the book, page references to the sourcebooks are given. 
So the great thing about these books is if you play a particular system then you only need one conversion book.  True, it does mean you need two books, but for me the flexibility more than outweighs this minor issue.  I am a system guy, so I like being able to have multiple versions of the same material to blend between my games.  So yeah for 3 bucks it is totally worth it for me, hell it is worth it for 6 bucks to have both versions. 

There is an obvious logical extension here. CAL2C for Pathfinder and CAL2D for D&D5.

Up next, I try out a Mage Knight.

Monday, April 13, 2020

Monstrous Monday: The Jackalope

There are few creatures that say "Americana" than the Jackalope.  Created from the same tall tales that gave up Paul Bunyan, Captain Stormalong, Piasa Bird and the Hodag. Stories I enjoyed as a kid.

The Jackalope, of course, has had the "advantage" of taxidermy where several stuffed Jackalopes can be purchased across the US.  I have lost track of the number of truck stops, gas stations or diners I have stopped in from California to New York that had at least one stuffed Jackalope for sale.  Though I admit I have never had the desire to own one.

Though having a Jackalope in my games?  Yeah, that is doable.

Jackalope
These creatures seem to be a magical crossbreed of a large rabbit and either a deer or antelope.  The jackalope is a large creature, larger than a rabbit, about the size of a large dog.  Its head comes up to about 2-3 feet, with its antlers adding another 12-18 inches.  Some are smaller but rarely larger.
The jackalope is an intelligent creature, capable of speech and is even known to sing.  It is fond of singing in the evening just as the stars are coming out.
When relaxed the jackalope is a cordial creature and good company. It will even share stories of other magical animals it has met in its life.
When hunted, the jackalope is a fierce opponent.  He will run towards hunters to attack with its antlers. The jackalope is also very fast and can outrun most opponents.


Jackalope (Old-School Essentials)
A large jack-rabbit like creature with antlers and intelligent eyes.
Armor Class 2
Hit Dice 3 (13)
Attacks 1 antlers (1d6+2)
THAC0 17 (+2)
Movement Rate 120' (40')
Saves D12 W13 P14 B15 S16 (3)
Morale 10
Alignment Neutral
XP for Defeating 50
Number Appearing 1
Treasure Type none (Jackalopes have no need for treasure)
  • Antlers. The jackalope can rush an opponent to attack.  The antlers are sharp and cause piercing damage.
  • Fast. Jackalopes are very fast when escaping they can double their speed once per day.
  • Speaking. Jackalopes can speak and sing.

Jackalope (Rhy-creature) (Blue Rose)

Abilities (Focuses)
1 Accuracy (Antlers)
3 Communication (Performance)
2 Constitution
2 Dexterity (Stealth)
1 Fighting (Antlers)
2 Intelligence
2 Perception (Hearing)
1 Strength (Jumping)
2 Willpower

Speed 16
Health 30
Defense 12
Armor Rating 0

Weapon Attack Roll Damage
Antlers +3 1d6+1

Special Qualities
Favored Stunts: Defensive Stance, Lightning Attack
Arcana: Calm, Illusion, Psychic Contact

Threat: Moderate

Jackalopes could be considered Rhy-Rabbits if there were such a thing, but they are a unique sort of creature. All Jackalopes are Rhydan. In this respect, they are more like unicorns or griffins, though some would contend as more humble and even "rustic".
Jackalope rhydan love nothing more than to hop through the land, sing and tell stories.  All jackalopes are natural storytellers.  Not for epics involving dragons and great queens or kings, but simple tales like the luck of widow's sons, or small clever creatures that most heroes would ignore.

Saturday, April 11, 2020

Zatannurday: WitchFire

I was SUPPOSED to be working on some FASA Star Trek characters.  So I was going through my character folders trying to find some of my old characters for Decipher Trek.  I didn't find them.  I DID find characters for my very, very first Generation HEX characters.  Namely Taryn aka "Teen Witch" and Brianna who had a lot of names, but one of them was "Witch Fire."

Imagine my surprise when it finally dawned on me that there was a DC character named Witch Fire AND my complete surprise when I found out Marvel also had a Witch Fire!

I pulled her out, went over her stats and thought it would be great to update her to Mutants & Masterminds 3.0 from version 2.

I also looked over the DC Witchfire and the Marvel Witchfire for some ideas.

DC, Rebecca Carstairs
Fandom: Rebecca Carstairs (New Earth)
Fandom: Rebecca Carstairs (Prime Earth)
ComicVine: Witchfire
Comic Book Realm: Witchfire aka Rebecca Carstairs
Notes

DC Earth-27 Project, Rebecca Carstairs
PhilChoArt: Rebecca Carstairs (Earth 27)
Rebecca Carstairs (Earth 27)
DeviantArt Sheets, Page 1 and Page 2.

Marvel, Ananym
Wikipedia: Witchfire
Fandom: Ananym (Earth 616)
ComicVine: Witchfire


All three characters (Marvel, DC, and Mine) had several similarities.
- All three are redheads
- All three had fire powers in addition to magic
- All had strange, magical parentage.

So instead of trying to do one or the other (and I am partial to the DC version), I'll present my own with some add-ons from the other two.
Here she is!

Witchfire aka Brianna O'Kelly
PL 8
Strength 3, Stamina 1, Agility 3, Dexterity 1, Fighting 1, Intellect 2, Awareness 1, Presence 1

Advantages
Attractive 2, Languages 1, Well-informed

Skills
Acrobatics 1 (+4), Athletics 2 (+5), Close Combat: Fire Aura: Damage 4 1 (+2), Insight 1 (+2), Perception 2 (+3), Persuasion 3 (+4), Ranged Combat: Fire Blast: Damage 8 2 (+3), Sleight of Hand 1 (+2)

Powers
Alternate Form (Fire) (Activation: Standard Action)
   Damage: Damage 1 (DC 16)
   Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
   Immunity: Immunity 0
   Insubstantial: Insubstantial 3 (Energy)
   Teleport: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Medium: Energy Medium)
Dazzle: Cumulative Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cumulative, Increased Range: ranged; Limited: Sight)
Enhanced Ability: Enhanced Agility 3 (+3 AGL)
Enhanced Ability: Enhanced Strength 3 (+3 STR)
Fire Aura: Damage 4 (DC 19; Reaction 3: reaction)
Fire Blast: Damage 8 (DC 23; Increased Range: ranged)
Magic: Burst Area Line Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Line Area: 5 feet wide by 30 feet long, DC 18)

Offense
Initiative +3
Damage: Damage 1, +1 (DC 16)
Dazzle: Cumulative Affliction 1, +1 (DC Fort 11)
Fire Aura: Damage 4, +2 (DC 19)
Fire Blast: Damage 8, +3 (DC 23)
Grab, +1 (DC Spec 13)
Magic: Burst Area Line Area Damage 8 (DC 23)
Throw, +1 (DC 18)
Unarmed, +1 (DC 18)

Complications
Fame (well known under real name)
Motivation: Thrills

Languages
English, Irish Gaelic

Defense
Dodge 3, Parry 2, Fortitude 2, Toughness 1, Will 3

Power Points
Abilities 14 + Powers 91 + Advantages 4 + Skills 7 (13 ranks) + Defenses 4 = 120


Not bad.  She is PL 8 since that is where I set all my M&M3 Generation HEX.
I might have to do some more.

Thursday, April 9, 2020

Reviews: Calidar Guides for Players

Been spending some quality time with Calidar this week.  Why? because there is a complete lack of flying cities and skyships in my games.  Plus Bruce Heard is a great writer going way back to the TSR days.  Back when I was in college my money was tight.  Ok I was spending it on alcohol. But the point is that I was not buying a lot of D&D books.  What I DID buy were book by Bruce Heard and anything he did for Mystara.

So these new books (and my Professor's salary) are a welcome addition to my life.
Let's get into it.

Game Mechanics for the World of Calidar
12 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. PWYW

Ok, this book is punching WAY above its weight in terms of value to page count. There are some obvious benefits, that I'll talk about and one or two not-so-obvious that also make this a must-have.  I'll get to those as well.  Let's start with the explicit value.
This book is designed to allow any GM or player to use the Calidar shorthand stats I have talked about all week and then convert them to any game system.
The game mechanics used are detailed first. By doing this Calidar is free to depict stats in any way that works best for the world and not necessarily the game system.  There is an obvious "D&D-bias" here but that is fine really, and expected.
Inbetween the text is the numbers conversion chart.  Ranked by percentages the numbers are grouped by ranges you can convert say Level to a Calidar %.  So let's say your game goes from 1 to 14 (like say B/X or OSE) then you can convert a Calidar character statblock using this.  Or maybe 1 to 30 (D&D4) or 1 to 20 (most D&D).  Spend some time with this chart and the translations begin to happen easily.
The game mechanics continue and include a "Philosophy" stat which is a stand in for Alignment. AND it might actually be a better alignment system.  Now I have never had any issues with Alignment myself.  Maybe because I spent so much time with things like the MMPI and other tests that I naturally gave alignment more subtle gradations.  Actually, I think it was more chemistry come to think of it. Take the "alignment chart" in the old PHB or D&DG and think of an electron cloud where a character can move up or down in the shells.
There is also a map of Calidar and the Great Caldera and some brief descriptions of the lands.
Now what else do you get?  Well this conversion table is fantastic for conversions to all sorts of games. Not just D&D based ones.  Yes, the math is not difficult, actually, it is pretty easy.  But I teach math all damn day. I like having something like this.
Secondly, I want to get back to the new Philosophy system.  It works GREAT in CA2 How to Train Your Wizard. It would be great for someone that doesn't like the Law-Chaos, Good-Evil axes.
So grab this. Throw a couple of bucks at Bruce and have fun!

PG2 A Players' Guide to Caldwen
20 pages. PDF and Softcover format. Full-color covers, color, and black & white interior. $2.99

This covers the basics of the Magiocracy of Caldwen. The various Provinces are covered briefly and other aspects of the land.  We get the calendar with months and some astrology.
There is a new race, the Shatim, which are like Tieflings, humans with demonic heritage. These have their own Caldwenian spin on them. 
We also get a Mage Knight class. They are an armored knight that can cast spells. Using the Game Mechanics for the World of Calidar book you can convert them to your game system of choice.
We get overviews on the various cults in Caldwen and their locations, or at least where the majority are located. Appropriate for a land where magic is the real religion.
Currency, tourism and a brief map are all included.
A good resource for players and a needed one for the Game Masters.
It really sets the flavor of what you can expect in the Caldwen mini-setting. "Mini setting" is actually underselling it a bit to be honest. There is so much in the Caldwen books that you forget it was just a piece of the entire Calidar world setting.

I have the softcover books, but these really benefit from being printed out (bad on the color ink though) so I can put them in a binder to lay flat.  Especially when it comes to referencing the maps, which are a highlight of these books.

I can't wait to see where my vacation in Calidar takes me next.

Wednesday, April 8, 2020

Review: Calidar How to Train Your Wizard

Next up in the Calidar: On the Wings of Darkness series is sourcebook/adventure for novice necromancers.  So you know I am excited!

CA2 How to Train Your Wizard
PDF 70 Pages, full-color covers, color, and black & white interior art.
This book requires Calidar On Wings of Darkness and A Players' Guide to Caldwen, but it can also be played without those to a lesser degree.  That is, it can be adapted to any game or setting, but I think it looses a bit of the original charm.
This adventure and supplement focuses on the College of Necromancy and assumes novice characters of about 12 years old.  There are guidelines for rolling up novice characters as well as six pre-gen characters you can name and drop into the game.
Given the characters are novices this is a PERFECT introduction game for new, younger players. This is "Harry Potter meets Scooby-Doo (but more like Magicians)." You have young adventures, a mystery and the ghosts are real.

For the background, you get a collection of teachers that will interact with the students, and there is already a built-in rivalry in the school; the White vs. Black Necromancers.  Or Law and Chaos for us old-school types.  The characters are also given homework that can earn them "insight" to be used in the game.  Students can also get "brownie points" from their official Brownie Protector, Bronwen!  These are for good roleplaying that would not necessarily result in Experience Points.
I am just mad I didn't think of this first.

The clues the students/characters can find while working through our plot and subplots.  The adventure is designed NOT to be a railroad. In fact, care is given knowing the characters, being young, will likely go all over the place.

The adventure starts in the classroom (! YEAH, no "you meet in a Tavern/Bar/Inn!) and moves out from there.  The College is very detailed with maps and descriptions of the rooms. There are plenty of NPCs to encounter and combat is NOT expected at every turn.  Clever spellcasting is rewarded, as is finishing homework.

I want to point out here that the maps in this product are a work of art.  Really.


The levels are detailed well and clues to the murder of a student, Odel Talron.

This adventure can be run to support the murder investigation, or as a means to test the new young necromancers, or even just to play out the rivalry between the White and Black factions.  Or all the above.

For my money, I would run it first as an introduction to the College, maybe play up the rivalry a bit, and then hit the characters with the murder in the next session.

The bottom line there is a LOT you can do with this and the ideas are not limited to those above.
It comes in softcover, but for my uses, I grabbed the PDF and printed it out one side per page so I have room to write my own notes.

According to Bruce Heard, there will be Labyrinth Lord and OSRIC compatible conversion guides for this coming soon.

I hope we can see other guides like this for the other Colleges.

Tuesday, April 7, 2020

Review: CAL2 Calidar On Wings of Darkness

I have been meaning to spend some quality time in Calidar lately. If you have been reading this blog for a while you know that I am a fan of the work of former TSR writer and editor, Bruce Heard.  A few years back he began producing some system-neutral books for his World of Calidar.  A world situated around the Great Caldera and the planets in the same solar system.  If you recall Bruce's work on Mystara and in particular his "Voyages of the Princess Ark", then you can see how this is a logical progression of similar ideas.

I have reviewed other Calidar books in the past, in particular Calidar, In Stranger Skies and Calidar, Beyond the Skies.  I figure this is a good week to cover some of the other books. 
Bruce himself has been discussing his books and how they all work together on his own blog, so you can read that there.

Today I want to start with one of my favorites Calidar projects.  Calidar On Wings of Darkness.


CAL2 Calidar On Wings of Darkness
134 pages, Hardcover, Softcover, and PDF. Full-color covers. Color and black & white art interior.
For this review, I am considering the PDF and softcover versions I received via the Kickstarter.

The book is broken up into the following chapters/sections.

A Mage's Conundrum: This is the fiction piece that sets the stage for what readers (and players) can encounter in Caldwen, this country of Mages and Demons.

History of Caldwen:  This chapter covers the time-line of Caldwen and the moon of Munaan where magic comes from.  We learn of early dealing with demons and the start of the mages. Presented in timeline format we are given over 7000 years of history to the present day of the campaign.

Lay of the Land: In this chapter, we are treated to some full-color maps which are always a strong feature of all the Calidar books. Here, of course, we are focused on the Magiocracy of Caldwen.  Now it is natural to make comparisons between Caldwen and Bruce's other magiocracy, the Principalities of Glantri. Yes there are some similarities, but there are plenty of differences too.  The main difference comes from the geography of the land, and the sea.  Caldwen is a coastal country with over two-thirds of its borders coasts.  In some ways I get a solids 7th Sea vibe here and this feels more Age of Sail than it does the dark ages. I have to admit that while D&D is firmly on my mind as the system of choice for this, I can help read it over and think that Mage: The Sorcerers Crusade would also be a REALLY good fit for this.


We get a two-page, detailed map with legend. Again, great cartography from Thorfin Tait.
The nine Provinces (with one Dominion) follow after this in "Gazeteer-like" formats.  We get details on each province and local maps.   The area of the whole country is huge and boasts over 10 million inhabitants.  Just looking at the maps gives me plenty of ideas!

Intrigues of the Magi: This chapter covers the politics of a country that is a magiocracy, a meritocracy, and a dascalocracy. Or one that is ruled by meritorious teaching mages.
This chapter also covers the social structure for these wizards and how the various Provinces interact as part of the central government. Though the central government might be overstating it since much power lies in the rulers of the Provinces.  We see some of the few stat blocks here and they are given in the Calidar shorthand stats. They can be translated into your game of choice using the Game Mechanics for the World of Calidar book (which is PWYW).

Behind the Curtains: Deals with the various non-mage guilds that also keep Caldwen moving. They are a mixed lot and would work well in any game.  I would tend to use them more as background or NPCs, not so much as guilds for PCs to join.

A Cast of Many: The NPCs of note in Caldwen. Again stats are presented in the Calidar stats but easily converted to any game.  Mentally I found myself inserting Pathfinder and D&D5 stats where needed and with a little more thought could see Mage: TSC stats as well.
This section is also heavily hypertexted.  So if someone else's name appears in an NPC entry you can click it to go to their entry. The same is true for titles, colleges and other items.
Some stand out like Kryovata the Icy, a gnome sorceress and leader of the Protectors.

Master & Servant: Caldwen has a fair number of demons running around. These are bound demons and under the control (in theory) of a mage. This chapter covers demons, their ownership and the pacts created. Also, the demonic Black Market is discussed.  Like the previous chapter, this has notable demons detailed.

Beasties in the Dark: The monster section of some of Caldwen's more interesting creatures. Detailed in the same stat system as the rest of the book.

At the Heart of Magic:  Ah. Now here is the meat of the book.  This covers Caldwen's schools of magic and how their benefits, tuition, philosophies, diplomas, and campus rivalries influence the fabric of the entire magiocracy.  The magic schools are treated as colleges and have a similar feel to the American and British collegiate system.    We also learn of two of the sports played, Dracoderby which is like a dragon polo and Pugminton.  Magic use in game is expected.
Each college is detailed and which town and Province their seat is in.  The colleges are Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy, and Grand Wizardry.
Circles of Wizardy are given, roughly levels of academic attainment.  First (Undergrad) to Fourth (Doctorate).  Like all good colleges, there is also outplacement and career counseling.  Sure you want to be a Ruler?  Maybe the Path of Adventurers is a better choice for someone with your grades?

Secrets of the Cabals: What's a wizard's life without Secret Cabals?  Not a life at all!  Here we learn of the various cabals that cover the "Wizard's Guild" of most other settings.  The cabals cover Alchemy, Demonology, Dracology, Elementalism, Necromancy, and Skymastery, with their attendant tests, abilities and philosophies.

Blood of the World Soul: This covers the raw magical force, Mana, that makes Caldwen so special. If you are familiar with ley lines or the Radiance from Glantri then you have an idea here. It also details the order assigned to protect this mana.

Sky City of Arcanial: Now this is the stuff I love.  Floating cities are something I just never get enough of, to be honest.  Arcanial is the home of the High Wizard Chancellor's palace, the ministries, embassies, the Great Library, and the College of Grand Wizardry. Plus all the private dwellings of the Caldwen's Rich and Famous.  And you need flying gondolas to get up to it! How cool is that?
There are wonderful, full-color maps of the city and plenty of details.  This is the sort of thing I keep coming back to Calidar for.  I mean really. If your fantasy game does not have a floating city in it are you even playing fantasy?

The entire book is bookmarked and hyperlinked (PDF version only obviously) and a treat to flip through.  There are so many ideas packed into this book I am unsure where I would start.

There is a lot packed into these 134 pages and there is a lot more that could have been said, but Heard wisely leaves that for you to do.

Adapting to any game is easy, though there is a strong AD&D 2nd Ed or BECMI D&D vibe here.  Maybe that is just me though since I have been liberally mixing my Mystara with Calidar for a while now.  Long, long time readers might recall that in my games there was a revolution in my Glantri and now it is a Theocracy.  Caldwen allows me to have my cake and eat it too.  I can keep "my" Glantri as is complete with the it's French Revolution-style revolt, AND still have a cool country of mages, wizards and a magic school.

I am serious. A Caldwen + Mage The Sorcerers Crusade game would be a lot of fun.

I'll look in to this more when I cover the next Caldwen (Bruce's "Series Two") book, CA2 How to Train Your Wizard.


Monday, April 6, 2020

Monstrous Monday: Pseudo Dragons for OSE

Back in my AD&D days, a pseudo-dragon was the familiar of choice for any of my wizard characters.  They seem to be less desired in the post-3e years which is too bad since they are much more interesting than other types.

Pseudo Dragons
Pseudo dragons are a variety of dragons related to both dragons and wyverns, and some claim other stranger admixtures.  They are small, intelligent creatures, capable of speech and casting spells.


Three types of pseudo dragons are detailed below.

Dragons gain hp per age category.

Age Level Hit Points Age Category
1 1-2 Very young
2 3-4 Young
3 5-6 Sub-adult
4 7-8 Young adult
5 9-10 Adult
6 11-12 Old
7 13-14 Very old
8 15-16 Ancient

Pseudo Dragons
Small, wyvern-like dragon with a scorpion's stinger on his tail.
Armor Class 2
Hit Dice 2 (hp see above)
Attacks 1 bite (1d3), Poison sting, and Spell use
THAC0 18 (+2)
Movement Rate 60' (20'), Flying: 240' (80')
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Neutral (good)
XP for Defeating 35
Number Appearing 1
Treasure Type L (x10)

  • Bite. The pseudo dragon can bite with its dragon-like jaws. 
  • Tail-sting. A pseudo dragon can sting with its tail.  Save vs. poison or fall into a coma-like state for 1d6+1 days.
  • Chameleon ability. Can hide in normal surroundings with 80% chance.
  • Spell-like ability. Can cast spells as a 2nd level Magic-user.

Faerie Dragons
A small dragon with butterfly wings and a wide mischievous grin. Offshoots of the pseudo dragon found in lands of the faerie and other fey creatures.
Armor Class 5
Hit Dice 5 (hp see above)
Attacks 1 bite (1d3), Breath weapon, and Spell use
THAC0 15 (+5)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (5)
Morale 12
Alignment Neutral (good)
XP for Defeating 300
Number Appearing 1
Treasure Type J, K, L
  • Bite. The faerie dragon can bite with its dragon-like jaws. 
  • Breath Weapon. A 2' cloud. Save vs. Breath Weapon or be affected by a sleep spell.
  • Invisibility at will.
  • Spell-like ability. Cast spells as a 5th level Magic-user.
Hell Drake
A small dragon with wings surrounded in flames.
Armor Class 4
Hit Dice 3 (hp see above)
Attacks 1 bite (1d4), Breath weapon, and Spell use
THAC0 16 (+4)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (4)
Morale 10
Alignment Chaotic
XP for Defeating 250
Number Appearing 1
Treasure Type J, K, L
  • Bite. The hell drake can bite with its dragon-like jaws. 
  • Breath Weapon. A 2' cone of flame. Save vs. Breath Weapon.
  • Spell-like ability. Cast spells as a 4th level Magic-user.

Pseudo Dragons as Familiars
Witches, warlocks and magic-users can have a pseudo dragon as familiars.  Pseudo dragons can communicate telepathically with their master. They also can communicate with all types of dragon creatures.  So the master gains the ability to speak, read and write draconic, the language of dragons.
They gain a +2 to all saves vs. Dragon Breath (but not non-draconic breath weapons).
Additionally the familiar gives the master the ability to cast 2 first-level magic-user spells and 1 second-level magic-user spell.