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Draconic Creature
from Dragonomicon - 3.5e
Spell Resistance (Ex): Becoming a dracolich increases the dragon’s spell resistance by +3. A dracolich has a minimum spell resistance of 16.
Undead Traits: A dracolich is immune to mind-affecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base creature had a greater range).
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Saves: As undead, dracoliches are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: Being undead, the dracolich has no Constitution score (use its Charisma modifier to determine save DC against its breath weapon, tail sweep, and similar special attacks). Its Charisma score is increased by 2, which increases the DC of the save against its frightful presence and other special abilities. Otherwise, the dracolich’s ability scores remain the same as the base creature’s scores.
Organization: Solitary.
Challenge Rating: Same as base creature +3.
Alignment: Always evil.
Advancement: Up to +2 HD.
Level Adjustment: Same as base creature +4.
PROTO-DRACOLICHES
A proto-dracolich comes into being when a dracolich’s spirit possesses any body other than the corpse that was created when the dragon consumed its dose of dracolich brew. A proto-dracolich has the mind and memories of its original form but the hit points and immunities of a dracolich. A proto-dracolich can neither speak nor cast spells. Further, it cannot deal extra cold damage, use a breath weapon, or use frightful presence as a dracolich. Its Strength, speed, and Armor Class are those of the possessed body.
A proto-dracolich transforms into a full-fledged dracolich in 2d4 days. When the transformation is complete, the dracolich’s form resembles that of its original body. It can now speak, cast spells, and employ the breath weapon it originally had, in addition to gaining all the abilities of a dracolich. A dracolich typically keeps a few “spare” bodies of a suitable size near the hiding place of its phylactery, so that if its current form is destroyed, it can possess and transform a new body within a few days.
A draconic creature is descended from a dragon ancestor, though that ancestor may be many generations removed. Draconic creatures often bear hints of their heritage, such as slitted pupils or talonlike nails. They are sometimes mistaken for half-dragons.
It isn’t necessary to determine the source of a draconic creature’s heritage (unlike with half-dragons), since the creature doesn’t gain any abilities directly related to its dragon ancestor (such as resistance to a certain type of energy). SAMPLE DRACONIC CREATURE
This example uses a fire giant as the base creature.
Draconic Fire Giant Large Giant (Fire) Hit Dice: 15d8+90 (157 hp) Initiative: –1 Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft. Armor Class: 24 (–1 size, –1 Dex, +9 natural, +7 half-plate armor), touch 8, flat-footed 24 Base Attack/Grapple: +11/+26 Attack: Greatsword +21 melee (3d6+16) or slam +21 melee (1d4+11) or rock +10 ranged (2d6+11 plus 2d6 fire) or claw +21 melee (1d4+11) Full Attack: Greatsword +21/+16/+11 melee (3d6+16) or 2 slams +21 melee (1d4+11) or rock +10 ranged (2d6+11 plus 2d6 fire) or 2 claws +21 melee (1d4+11) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, rock catching, save bonuses, vulnerability to cold Saves: Fort +15, Ref +4, Will +9 Abilities: Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 13 Skills: Climb +10, Craft (weaponsmithing) +6, Intimidate +7, Jump +10, Spot +14 Feats: Cleave, Great Cleave, Improved Overrun, Improved
Sunder, Iron Will, Power Attack Environment: Warm mountains Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6–9 plus 1 adept or sorcerer of 3rd–5th level plus 2–4 hell hounds and 2–3 trolls or ettins), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12–30 hell hounds, 12–22 trolls, 5–12 ettins, and 1–2 young red dragons) Challenge Rating: 11 Treasure: Standard Alignment: Lawful evil Advancement: By character class Level Adjustment: +5
Most likely the descendant of a union between a fire giant and a red dragon, this draconic fire giant uses his superior personality and physical power to lead a tribe of fire giants.
Combat
Draconic fire giants fight much like their giant brethren, relying either on a greatsword or on thrown boulders heated by volcanic fire.
Rock Throwing (Ex): The range increment is 120 feet for this draconic fire giant’s thrown rocks. The creature can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments.
Rock Catching (Ex): This giant can catch Small,
Medium, or Large rocks (or projectiles of similar shape).
Once per round, if the creature would normally be hit by a