Dragon Ancestry. The Dracopid has draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. It's breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 15 ft. radius (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 15 ft. radius (Dex. save) |
Gold | Fire | 20 ft. cone (Dex. save) |
Green | Poison | 15 ft. radius (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 20 ft. cone (Con. save) |
White | Cold | 20 ft. cone (Con. save) |
Dracopids have either chromatic or metallic ancestry.
Chromatic Ancestry. This Dracopid is evil, and will attack all creatures without a common ancestry (Draconic or Dinosauria). They live in colonies within caves, dungeons and ruins, and tend to stay a hivemind, never straying far from their colony, If stolen as an egg and raised by a separate species, they will treat it as a parent, but will not open up to anything other than it's own species, even if they are the same as their adoptive parents, making them impossible to domesticate, only being peaceful if threatened. Colonies have scouting parties which have their size determined by the colony's size.
Metallic Ancestry. This Dracopid is usually good and sometimes neutral, caring for injured or young creatures of positive alliance as their own young. They are domesticable by rich towns and civilizations who have skilled animal veterinarians, but are willing to have mutual bonds undomesticated, which many argue is a much more humane option, as it keeps their health in shape. They usually cost between 1,500 gold and 2,000 gold and can carry 800 lb.
Multiattack. The Dracopid makes one bite and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, 1 target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft, 1 target. Hit: 12 (2d6 + 5) slashing damage.
Breath Weapon (Recharge 5-6): The Dracopid exhales destructive energy. It's draconic ancestry determines the size, shape, and damage type of the exhalation. Each creature in the area must make a DC 15 Dexterity Saving Throw, taking 55 (10d10) damage on a failed save, or half as much on a successful one. The breath of a Dracopid is much heavier, causing the ground in the area to deal the same effect at the start of your turns for the next three turns, dealing half the damage of the initial attack, 27.5 (5d10) damage.
Dracopids have bonus actions it can use at the end of it's turns with different recharge amounts, meaning they cannot take another bonus action until that amount of turns passes, and any speed bonuses are not counted in out of combat travel.
Dash (Recharge 1). The Dracopid focuses intensely, allowing it to move an extra 120 ft, but cannot rapidly turn whilst doing so, making it only viable in large fields and landscapes.
Leap ( Recharge 1). The Dracopid makes a leap going forward 30 ft and upwards 10 ft, and then going 30 ft whilst falling 10 ft. It has disadvantage on Dexterity Saving Throws until it's next turn.
Tail Whip (Recharge 2). Melee Weapon Attack: +8 to hit, 5 ft cone, up to 3 targets. Hit: 16 (2d10 + 5) bludgeoning damage.
Buck Kick. Melee Weapon Attack: When a hostile creature walks behind the Dracopid, it makes a buck kick. +8 to hit, reach 5 ft, 1 target. Hit: 16 (2d10 + 5) bludgeoning damage and the target is knocked prone.
Tail Deflect. Using sharpened reflexes, when an non-magical projectile of tiny size or a magical projectile of 2nd level or lower is shot at the Dracopid, it can attempt to deflect it, rendering it useless. +2 to hit, range 5 ft, 1 target, a roll of 12 or higher is a success.
Description
"I sat there prone on a mossy stone path, surrounded by a pool of blood, which consumed the moonlight. With grievous wounds sprawled across my body, I was doomed to die, saying my last words, I began to let the void of death take me. That was until a somewhat calming shrieking sound echoed from a distance, accompanied by the soft patting of footsteps, slowly approaching. I look up to see a medium bipedal hopping towards me. It looked like it had scales, and had similar proportions to a horse. Once it was close to me it slowed it's pace, stopping at my location, it crouched down, and I was frightened by it's appearance, it had the head of a dragon, it had no wings, but it had the stare of a legendary beast. It then extended it's neck and signalled towards it's back, like it wanted me to ride it. I slowly but surely managed to climb onto it, once I had been on it for a while, it slowly started moving, accelerating gradually. I grabbed on tightly and went the rest of the ride half-conscious. All I remember was waking up in a bed in a church, being cared for." - Professional Druid, Harry Goodwill
Dracopids are a hybrid of a dragon and a dinosaur, more specifically a raptor, being bipedal. Depending on the type of dragon, it can have various colours (Usually a shade darker than their ancestors) and breath weapons, and depending whether the dragon was chromatic or metallic their behaviour can change completely. The easiest way to tell if one is chromatic or metallic is their patterns, chromatic ones usually have swirls, stripes or dots all across their body, whereas metallic ones have patterns in a select few parts of their body. Their patterns and sclera are the colour of their dragon part, their scales are usually a grey, black, dark blue, dark brown or a dark green, and their bellies are usually a light skin tone.
(Dracopids were inspired by Earth Dragons from an anime which I can't say due to rules.)
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