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.
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.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and
their slight wings are incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be
hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an ambush. When
draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone.
On the world of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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