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Daconians You’ve Encountered


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Baaz Draconian

Baaz DraconianMedium Monstrosity, typically Lawful Evil

Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 13 (+1) 8 (–1) 8 (–1) 10 (+0)

Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic

Controlled Fall. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage.

Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.

Draconic Devotion. While the draconian can see a Dragon that isn’t hostile to it, the draconian has advantage on attack rolls.

Actions

Multiattack. The draconian makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Source: DSotDQ, page 197

Edited by Kamishiro_Rin (see edit history)
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Bozak Draconian

Bozak DraconianMedium Monstrosity, typically Lawful Evil

Armor Class 15 (natural armor)
Hit Points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 11 (+0) 11 (+0) 10 (+0) 14 (+2)

Saving Throws Int +2, Wis +2, Cha +4
Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic

Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.

Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Trident melee attacks or two Lightning Discharge attacks.

Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Lightning Discharge. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage.

Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):

1/day each: enlarge/reduce, invisibility, stinking cloud, web

Source: DSotDQ, page 198

Edited by Kamishiro_Rin (see edit history)
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Kapak Draconian

Kapak DraconianMedium Monstrosity, typically Lawful Evil

Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic

Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target’s next turn. While poisoned in this way, the target is also paralyzed.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Lightning Discharge. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage.

Source: DSotDQ, page 198

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