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Draconians

BAAZ
Medium humanoid (draconian, brass), lawful/chaotic
evil
Armor Class 16 (chain shirt + shield)
Hit Points 21 (3d8 + 6)
Speed 30 ft, dash on 4 legs and flapping wings 75 ft.
glide 100 ft. Need of Height.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
Damage resistance. fire.
Saving Throws Dex +3, Con +4,
Skills Athletics +3, Stealth +3
Senses darkvision 60 ft., passive perception 11
Languages Common, Draconic
Challenge 1 (200 XP)

Magic Resistance. The Baaz has advantage on saving


throws against spells and other magical effects.

Ice walk. The baaz can move across and climb icy sur-
faces without needing to make ability check. Addition-
ally, difficult terrain composed of ice or snow doesnt BOZAK
cost it extra movement. Medium humanoid (draconian, bronze), lawful evil
Armor Class 18 (half-plate)
Death throes (petrification). When Baaz reaches 0 hit Hit Points 35 (5d8 + 10)
points, he turns into what appears to be a stone statue. Speed 30 ft, dash on 4 legs and flapping wings 75 ft.
If anyone hits the stone form of the Baaz, he must glide 100 ft. Need of Height.
make a DC 12 Dexterity saving throw or his weapon is STR DEX CON I NT WIS CHA
stuck in the draconian. The statue crumbles to the dust 14 (+2) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 12 (+1)
after 1d4 turn..You can retry the save and free a Damage resistance. lightning.
stucked weapon with 1 action. Saving Throws Con +5, Int +6, Wis +4
Skills Arcana +6, Intimidation +4, Perception +4, Stealth +5
ACTIONS Senses darkvision 60 ft., passive perception 14
Multiattack. The Baaz makes two claws attacks. Languages Common, Draconic
Challenge 3 (700 XP)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 2) slashing damage. Magic Resistance. The Bozak has advantage on saving throws
against spells and other magical effects.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (1d8 + 2) slashing damage. Ice walk. The bozak can move across and climb icy surfaces without
needing to make ability check. Additionally, difficult terrain com-
posed of ice or snow doesnt cost it extra movement.

Death throes (explosive bones). When Bozak reaches 0 hit points,


his scaly flesh suddenly dries and crumble from his bones. The
bones then explode anyone within ten feet , must make a DC 13 Dex-
terity saving throw taking 7 (2d6) piecing damage on a failed save,
or half as much damage on successful one.

Dragon army training. The Bozak is proficient in light and medium


Armor. As long as he wearsa an armor he gains +1 AC and does not
suffer from disavantage on his Dexterity (Stealth) cheks

Spellcasting. The Bozak is a 4th-level spellcaster. Its spellcasting


ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
The Bozak has the following wizard spells prepared:
Cantrips (at will): blade ward, message, shocking grasp, true strike
1st level (4 slots): burning hands, detect magic, enlarge, magic missile,
2nd level (3 slots): Invisibility, stincking cloud, web

ACTIONS

Multiattack. The Bozak makes two claws attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 2) slashing damage.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d8 + 2) slashing damage.

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Draconians
KAPAK
Medium humanoid (draconian, copper), lawful evil
Armor Class 16 (natural) 18 with shield
Hit Points 28 (4d8 + 8)
Speed 30 ft, dash on 4 legs and flapping wings 75 ft. glide
100 ft. Need of Height.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 11 (+0)
Damage resistance. acid
Saving Throws Dex +5, Con +4, Wis +3
Skills Acrobatics +5, Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 2 (450 XP)

Magic Resistance. The Kapak has advantage on saving


throws against spells and other magical effects.

Ice walk. The Kapak can move across and climb icy sur-
faces without needing to make ability check. Addition-
ally, difficult terrain composed of ice or snow doesnt cost
it extra movement. SIVAK
Medium humanoid (draconian, silver), neutral evil
Death throes (acid pool). When Kapak reaches 0 hit Armor Class 19 (scale mail)
points, his body immediatly turns to acid and spread into Hit Points 56 (7d8 + 21)
a 10 ft diameter pool on the ground. Any creature in the Speed 30 ft, dash on 4 legs and flapping wings 75 ft. fly 100 ft.
area must make a DC 12 Dexterity saving throw taking STR DEX CON INT WIS CHA
10 (2d8) acid damage on a failed save, or half as much 16 (+3) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 14 (+2)
damage on successful one. Damage resistance. frost
Saving Throws Dex +6, Con +6, Wis +5
Dragon army scout. The Kapak gains +2 Damage when Skills Athletics +6, Deception +5, Intimidation +5, Perception +5,
using shortsword and +2 Attacks on ranged attacks when Stealth +6
using shortbow. Senses darkvision 60 ft., passive Perception 15
Languages Common, Draconic and 3 others of his choice.
Venomous saliva. The kapak constantly lick his weapons Challenge 4 ( 1,100 XP)
with his venomous saliva. His first attack in a combat is
poisoned. The kapak can take 1 action to coat his weapon Magic Resistance. The Sivak has advantage on saving throws
again with his venom . (1/rest). A creature hit by Kapaks against spells and other magical effects.
poisoned blade or Arrow needs to make a DC 12 Con sav-
ing throws or be paralyzed for 2d6 turns. A paralysed Ice walk. The Sivak can move across and climb icy surfaces with-
creature can make a new save on each of his turn as an out needing to make ability check. Additionally, difficult terrain
action, ending the effect in case of success. composed of ice or snow doesnt cost it extra movement.

ACTIONS Armoured scales.. The Sivak has +3 AC due to his natural armor.

Multiattack. The kapak makes two claws attacks. Death throes (Death face). When Sivak reaches 0 hit points, his
body immediatly changes shape, assuming the form of the crea-
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar- ture that killed it. The death shape last for 3 days, then the entire
get. Hit: 5 (1d4 + 3) slashing damage. body decomposes into black soot. If its slayer is not a medium hu-
manoid or if killed by a spell, the Sivak burst into flame. Anyone
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., within 10 ft, must make a DC 14 Dexterity saving throw taking 10
one target. Hit: 9 (1d6 + 5) slashing damage. And the tar- (2d8) fire damage on a failed save, or half as much damage on suc-
get must make a DC 14 con saving throw or be paralyzed cessful one.
for 2d6 turns.
Steal appearance. When a Sivak slay a medium humanoid, he can
Shortbow. Ranged Weapon Attack: +7 to hit, range take the form of his victim as a bonus action. His voice and ap-
(80/320), one target. Hit: 7 (1d6 + 3) piercing damage. pearence exactly match to those of its victim. However the Sivak
And the target must make a DC 12 con saving throw or do not gain any memories , experience or spell use of its victim.
be paralyzed for 2d6 turns. The Sivak may changes back to his normal shape, but after doing
so may not polymorph again without finding another victim.

Tail sweep. In addition to its damage with his armoured tail, the
Sivak can shove its target as a bonus action.Str (Athletics) check
vs Str (Athletics) or Dex (Acrobatics) check of the target. (see PH
p195).

Dragon army spy. The Sivak is trained in all the useful skills and
languages needed for impersonating his ennemies. Sivak generaly
speaks solamnic, elf and dwarf.

2
ACTIONS
Draconians Spellcasting. The Aurak is a 11th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8
Multiattack. The Sivak makes three melee attacks. 2 with a melee to hit with spell attacks).
weapon or claws and one with his armored tail.
The Aurak has the following wizard spells prepared:
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 Cantrips (at will): blade ward, fire bolt, mage hand, shock-
(1d6 + 3) slashing damage. ing grasp,
1st level (4 slots): detect thought, mage armor, protection
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. from evil/good , witch bolt.
Hit: 11 (2d6 + 3) slashing damage. 2nd level (3 slots): enlarge, hold person, stincking cloud,
3rd level (3 slots): dispel magic, fly, Ligthning bolt
Armoured tail Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4th level (3 slots): fire shield, locate creature, wall of fire
Hit: 7 (1d6 + 3) bludgeoning damage. 5th level (2 slots): dominate person, scrying.
6th level (1 slot) : true seeing.

Thakhisis blessing : As favorite of the dark queen, the


Aurak can naturaly cast a number of spells 3/day each
alter self, dimension door (60 ft range only), invisibility,
polymorph (self, animal form only), suggestion.

Dragon Highlord special agent. The Aurak often car-


ries magic items to fulfill his infiltration mission.
Typicaly he has 1d4 potions or scrolls.

ACTIONS

Multiattack. The Aurak makes three melee attacks. 2


with his claws and one with his bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 5 (1d4 + 2) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 7 (1d8 + 2) slashing damage.

AURAK Fire bolt. Ranged spell Attack : +8 to hit, range 120 ft ,


one target. Hit: 18 (3d10) fire damage.
Medium humanoid (draconian, gold), lawful evil
Armor Class 17 (naturall) 20 with mage armor Shocking grasp. Melee spell Attack : +8 to hit, reach 5
Hit Points 88 (11d8 + 33) ft., one target. Hit: 15 (3d8) lightning damage. It have
Speed 30 ft, dash on 4 legs 75 ft. swim 75 ft. an Advantage on attack roll if target worn a metal
STR DEX CON INT WIS CHA armor. On hit target cannot take reaction until the start
14 (+2) 13 (+2) 16 (+3) 18 (+4) 16 (+3) 14 (+2) of its next turn.
Damage resistance. fire
Saving Throws Dex +6, Con +7, Int +8, Wis +7 Noxious gas Breath (Recharge 5-6).The Aurak exhales
Skills Athletics +6, Arcana +8, Perception +7, Persuasion +6, a noxious cloud in 15 ft. cone. Each creature in that
Stealth +6 area must make a DC 15 Constitution saving throw,
Senses darkvision 60 ft., passive Perception 17 taking 20 (5d6) of poison damage and being blinded
Languages Common, Draconic for 1d4 turn, on failed save. You only take half damage
Challenge 10 (5,900 XP) on a successful save.

Magic Resistance. The Aurak has advantage on saving throws Notes


against spells and other magical effects. This document is fan made and absolutly not official.
It only has a gaming purpose. I made it for those, like me,
Ice walk. The Aurak can move across and climb icy surfaces with- who cant wait the release of the new Monster manual and
out needing to make ability check. Additionally, difficult terrain the DMG for play. I have tried to combine the new rules of
composed of ice or snow doesnt cost it extra movement. the Player Handbook with the statistics and descriptions
given in the original Dragonlance modules for the draconi-
Death throes (burning frenzy). When Aurak reaches 0 hit points, ans.
it does not die, but immolates itself with eerie green flames and
enters a fighting frenzy (+2 to attack and damage rolls). Magic Magad
Any creature attacking it must make a DC 15 Dexterity saving August 2014
throw taking 10 (2d8) fire damage on a failed save, or half as
much damage on successful one. This effect last for 1d6 turn. After DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Realms, the dragon ampersand, Players Handbook, Monster Manual,
that the Aurak explodes with a thunderous boom. Any creature in
Dungeon Masters Guide, all other Wizards of the Coast product
10 ft must make a DC 15 Constitution saving throw, or be stunned names, and their respective logos are trademarks of Wizards of the
for 1d4 turn (2d4 if underwater) and taking 15 (3d8) fire damage Coast in the USA and other countries. All characters and their dis-
on a failed save, or only half as much damage on successful one. tinctive likenesses are property of Wizards of the Coast.

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