Draconians

Draconian Traits

All draconians share the following traits.
Disease Immunity (Ex): Draconians are immune to all diseases.
Dragon Traits (Ex): All draconians are immune to sleep and paralysis effects. They have darkvision (120-foot range), low-light vision, blindsense (60-foot range), and scent.
Glide (Ex): Winged draconians (all draconians except for auraks) can use their wings to glide, negating any damage from a fall of any height. They can also travel horizontally up to four times the vertical distance they descend.
Inspired by Dragons (Ex): Draconians are drawn to evil dragons and revere them. When an evil-aligned dragon commander is within line of sight or when entering a battle under the command of an evil dragon (in the chain of command), draconians receive a +1 morale bonus on all attack rolls and saving throws.
Low Metabolism (Ex): Draconians can survive on one-tenth the food and water it takes to sustain a human.

Draconian, Aurak     CR 9

XP 6,400
LE Medium dragon
Init +5; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +11

DEFENCE
AC 17, touch 11, flat-footed 16; (+1 Dex, +6 natural)
hp 52 (8d12)
Fort +6, Ref +7, Will +6
Immune disease, paralysis, sleep; SR 20

OFFENCE
Speed 30 ft.
Melee 2 claws +8 (1d4), bite +8 (1d4)
Ranged 2 energy rays +9 touch (1d8+2)
Special Attacks breath weapon (5-ft. cone, Fort DC 16 negates, 1d4 Strength damage and blinded for 1d4 rounds, usable 3/day), death throes (5-ft. radius, Reflex DC 16 for half, 3d6), dimensional step (3/day), energy ray
Spell-Like Abilities (CL 8th)
At will—greater invisibility, suggestion (DC 15)
1/day—dominate person (DC 17)
Spells Known (CL 8th)
4th (3/day)—wall of fire
3rd (5/day)—blink, lightning bolt (DC 16)
2nd (7/day)—blindness/deafness (DC 14), mirror image, scorching ray
1st (7/day)—magic missile, shocking grasp, shield, sleep (DC 13), true strike
0 (at will)—dancing lights, daze (DC 12), flare (DC 13), ghost sound (DC 12), light, mage hand, open/close, read magic

STATISTICS
Str 10, Dex 12, Con 10, Int 14, Wis 10, Cha 14
Base Atk +8; CMB +8; CMD 19
Feats Combat Casting, Improved Initiative, Spell Focus (evocation), Spell Penetration
Skills Bluff +13, Diplomacy +13, Intimidate +13, Knowledge (arcana) +13, Knowledge (local) +13, Perception +11, Sense Motive +11, Spellcraft +13
Languages Common, Draconic, Nerakese
SQ alternate form (males only, 3/day, any animal, beast shape I), disguise self (any humanoid, 3/day, disguise self, 2d6+6 minutes), inspired by dragons, low metabolism

ECOLOGY
Environment any land
Organization solitary or pair
Treasure double

SPECIAL ABILITIES
Alternate Form (Su) A male aurak can assume any animal form of Medium or Small size as a standard action three times per day. This ability functions as a beast shape I spell cast on itself by a 8th-level sorcerer. The aurak can remain in its animal from until it chooses to assume a new one or return to its natural form.
Breath Weapon (Su) An aurak can breathe a noxious cloud in a 5-foot cone three times per day. Any victim caught in the cloud is dealt 1d4 points of temporary Strength damage and blinded for 1d4 rounds (DC 16 Fort save negates).
Death Throes (Su) When an aurak dies, it explodes in a blast of magical energy. This blast deals 3d6 points of damage to all creatures within 5 feet of the aurak. Affected creatures can make a DC 16 Reflex save for half damage. The DC is Charisma-based.
Dimensional Step (Sp) Up to three times per day, auraks can perform limited short-range teleportation. This ability functions exactly like the dimension door spell except that it has a range of 60 feet and the aurak can only transport itself and items carried.
Disguise Self (Sp) Three times a day, an aurak can use an ability similar to the disguise self spell to make itself resemble an individual humanoid and to perfectly imitate its voice. The effect only lasts for 2d6+6 minutes and is limited to any human or humanoid the aurak has ever seen.
Energy Ray (Su) Auraks have the ability to generate rays of force energy from each of their hands. The ray has a range of 60 feet, and the aurak must make a touch attack to hit. The ray deals damage equal to 1d8 plus the aurak’s Charisma modifier. When using its disguise self ability, an aurak appears to be using a weapon appropriate to its form when it uses this ability.
Spells An aurak casts spells as an 8th-level sorcerer. It prefers evocation spells and illusions to help it disguise itself.

Draconian, Bozak     CR 5

XP 1,600
LE Medium dragon
Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +7

DEFENCE
AC 18, touch 10, flat-footed 18; (+8 natural)
hp 26 (4d12)
Fort +4, Ref +4, Will +4
Immune disease, paralysis, sleep; SR 14

OFFENCE
Speed 30 ft.
Melee short sword +5 (1d6+1/19-20), claw +0 (1d4), bite +0 (1d4) or 2 claws +5 (1d4+1), bite +5 (1d4+1)
Ranged longbow +4 (1d8/×3)
Special Attacks death throes (10-ft. radius, 1d6, Reflex DC 14 for half)
Spells Known (CL 4th)
2nd (3/day)—scorching ray
1st (7/day)—magic missile, obscuring mist, shocking grasp
0 (at will)—detect magic, mage hand, mending, read magic, resistance

STATISTICS
Str 13, Dex 11, Con 11, Int 12, Wis 10, Cha 12
Base Atk +4; CMB +5; CMD 15
Feats Combat Casting, Improved Initiative, RunB
Skills Bluff +8, Diplomacy +8, Intimidate +8, Knowledge (arcana) +8, Perception +7, Sense Motive +7, Spellcraft +8
Languages Common, Draconic, Nerakese
SQ glide, inspired by dragons, low metabolism

ECOLOGY
Environment any land
Organization band (2-12)
Treasure standard (short sword, longbow with 20 arrows, other treasure)

SPECIAL ABILITIES
Death Throes (Su) When a bozak dies, its scaly flesh shrivels and crumbles from its bones in a cloud of dust. The bones immediately explode, dealing 1d6 points of damage to all creatures within a 10-foot radius. Affected creatures can attempt a DC 14 Reflex save for half damage.
Spells A bozak casts spells as a 4th-level sorcerer.

Draconian, Kapak     CR 4

XP 1,200
LE Medium dragon
Init +1; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +4

DEFENCE
AC 15, touch 11, flat-footed 14; (+2 armour, +1 Dex, +2 natural)
hp 17 (2d12+5)
Fort +4, Ref +4, Will +2
Immune disease, paralysis, sleep; SR 11

OFFENCE
Speed 30 ft.
Melee short sword +2 (1d6/19-20 plus poison), bite -3 (1d4 plus poison)
Ranged shortbow +3 (1d6/×3)
Special Attacks death throes, poison (males only), sneak attack (+1d6)

STATISTICS
Str 11, Dex 13, Con 13, Int 8, Wis 8, Cha 10
Base Atk +2; CMB +2; CMD 13
Feats RunB, Toughness
Skills Bluff +5, Intimidate +5, Perception +4, Sense Motive +4, Stealth +14; Racial Modifiers +8 Stealth
Languages Common, Nerakese
SQ glide, healing saliva (females only), inspired by dragons, low metabolism

ECOLOGY
Environment any land
Organization section (2-5), troop (20-40 plus 1 leader of 4th-7th level), or squadron (40-60 plus 2 troop commanders of 4th-7th level and 1 commander of 5th-10th level). Kapak draconians serve with draconians of other types, which may be included in the above organization.
Treasure standard (leather armour, short sword, shortbow with 20 arrows, other treasure)

SPECIAL ABILITIES
Death Throes (Su) When a kapak dies, its body instantly dissolves into a 5-foot radius pool of acid. All creatures within this area suffer 1d6 points of acid damage each round they remain in the pool. The acid evaporates in 1d6 rounds. All armour, weapons, and items carried by the kapak suffer damage from the acid as well.
Healing Saliva (Ex) The saliva of a female kapak cures wounds. If a female kapak licks a wound, the wounded creature regains 2d6 hit points. A creature can only be healed with female kapak saliva once every four hours, and a kapak cannot heal herself with her own saliva. The saliva of a female kapak does not heal when delivered by her bite.
Poison (Ex) Male Kapak Poison—injury; save Fort DC 12; frequency 1/minute for 2 minutes; initial effect 1d6 Dex damage; secondary effect paralysis for 2d6 minutes; cure 1 save. Before entering combat, male kapaks often lick the blades of their swords (which requires a full-round action). The poison remains on the blade for 3 rounds or until the kapak hits with the sword, whichever comes first. Both male and female kapaks are immune to the poison of male kapaks.

Draconian, Sivak     CR 6

XP 2,400
LE Large dragon
Init +4; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +9

DEFENCE
AC 21, touch 9, flat-footed 21; (+8 armour, +4 natural, -1 size)
hp 51 (6d12+12)
Fort +7, Ref +5, Will +5
Immune disease, paralysis, sleep; SR 16

OFFENCE
Speed 20 ft., fly 50 ft. (poor) (base 30 ft., fly 60 ft.)
Melee greatsword +9 (3d6+5/19-20), bite +6 (1d8+1) or 2 claws +8 (1d6+3), bite +8 (1d8+3), or tail +8 (1d4+4 plus trip)
Special Attacks death throes (special; or 10-ft. radius, 2d4 fire, Reflex DC 17 to negate)
Spell-Like Abilities (CL 6th)
At will—disguise self (females only)

STATISTICS
Str 17, Dex 11, Con 15, Int 10, Wis 10, Cha 10
Base Atk +6; CMB +10; CMD 20
Feats Improved Initiative, Multiattack, RunB, Weapon Focus (greatsword)
Skills Bluff +8, Climb +4, Diplomacy +8, Disguise +5, Fly -4, Intimidate +8, Perception +8, Stealth -7 (+3 females only); Racial Modifiers +10 Stealth females only
Languages Common, Nerakese
SQ blend (females only), inspired by dragons, low metabolism, shapeshift (alter self, special; males only)

ECOLOGY
Environment any land
Organization band (2-12)
Treasure standard (half-plate, greatsword, other treasure)

SPECIAL ABILITIES
Blend (Ex) Sivak females have a chameleon-like ability to blend in with their surroundings. This gives the sivak female a +10 circumstance bonus on her Stealth checks and allows her to disguise self at will.
Death Throes (Su) When a male sivak dies, it changes shape, assuming the form of the humanoid being that killed it. This death shape lasts for three days, and then the entire body decomposes into black soot. If the sivak’s slayer is larger than the sivak or not humanoid, the sivak instead bursts into flame, dealing 2d4 points of fire damage to all creatures within a 10-foot radius (DC 17 Reflex save negates).
When a female sivak dies, it bursts into flames, dealing 2d4 points of fire damage to all creatures within a 10-foot radius (DC 17 Reflex save negates).
Shapeshift (Su) A male sivak can assume the form of Large or smaller humanoid that it has just killed. The shapeshift is a standard action that must be performed within one round of killing the victim. The sivak does not gain the memories, skills, or spell use of its victim, but his appearance and voice is an exact match of its victim’s. The sivak can remain in its alternate from until it chooses to assume a new one or return to its natural form.

2 thoughts on “Draconians”

  1. I just stumbled upon this site. I really like the conversion you did for the draconians, but saw that the Baaz weren’t included on this page. Did you ever do a conversion for them? Thanks for all the hard work. I am thinking about including some of your converted monsters in an upcoming campaign I am doing.

    1. I checked my notes and it seems I never did a baaz conversion. I’m not sure why but most likely one never showed up in the Age of Mortals Campaign books since that was what my conversions were aimed at. I’ll make a note to do one!

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