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