Terrifying Nature. When a Draffier makes itself known every creature within 60 feet must make a Wisdom Check of 11 or be frightened and spend their turn running as far away from the Draffier as possible, they can make the check again on the start of each or their turns ending the fright. The Draffier has advantage on attacking a creature that fears it.
Folding Skin. Draffiers have the ability to camouflage into their surrounding by changing the color of their skin. This gives the Draffiers advantage on stealth checks. The Draffiers skin also protects them against any spell or magical affect that would change the creatures shape giving them advantage against these attacks.
Poisonous Saliva. Any creature that comes into contact with the Draffiers saliva must make a Con save of 13. On a failure the target is poisoned in such a way that all physicals actions have disadvantage, and they have disadvantage on Wisdom and Con saves and checks for the next 1d4 takes. If the target succeeds the save they don't suffer from any disadvantages. If the saliva of the Draffier touches the skin of someone they take 2d6 Acid damage for every round the saliva is on their skin. To be rid of the poisoning affect an affected creature must be healed or take certain herbs.
Darkvision. Draffiers have a Darkvision of 60 feet.
Muiltattack. An adult Draffier can make three attacks on its turn.
Daggerous Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) Slashing damage.
Poisonous Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 18 (5d6 + 7) Slashing damage. Target also takes 2d6 Acid damage from the salvia which which continuously harm the target until it is wiped off with a bonus action. The target must also make a Save against the Draffiers poison.
Shredding Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) Bludgeoning damage, and 14 (2d8 + 5) Slashing damage
Tail Bolt. RangedWeapon Attack: +11 to hit, range 20/60 ft., 1 target. Hit: 14 (2d8 + 5) Bludgeoning damage, and 14 (2d8 + 5) Slashing damage
Description
Draffiers are horrid creatures of Wynderskilt that used to be Drakes. Mutated by the Mauw they are now terrifying beast who's unpredictable pact tactics can challenge the strongest Adventurers. Packs of Draffiers often kill entire villages at a time just to feast on their cattle which they savor over some times months at a time.
When they aren't killing people they often compete against each other as a means to a pact leader(Alpha). Draffier groups often fall apart after taking over a village and once all the resources are expended they usually break apart only for the members to join other groups later or are kept in the pack by the Alpha.
Draffiers looks like old Drakes just larger and with more teeth, sharper claws, and their signature spikes and deadly tail. Draffiers are mostly darker colors to fit into their surrounds but have seen to be bright shades in western Wynderskilt near the jungles. A Draffiers true color is often misleading however as they do camouflage into their surroundings as they travel or hunt.
One Adult Draffier usually leads a pack of younger Draffiers until one becomes of age to challenge it.
Lair and Lair Actions
A Draffiers Lair is with its pack in a town or village it took over.
Lair Actions
After the third round of combat, the Adult Draffier can take a lair action to cause one of the following effects; the Draffier can’t use the same effect two rounds in a row:
- The Draffier calls out for aid and 2d4 Young Draffiers come to its aid
- The Draffier is enraged and regains 50 hit points.
Regional Effects
The region containing an Adult Draffier’s lair is a town or village that it has taken over, which creates one or more of the following effects:
- All Draffiers in the town can Sneak attack once starting combat. To sneak attack a Draffier must not be seen by a foe and have a Stealth check higher than the foe(s) highest perception. When this occurs the damage dealt is doubled and the Draffier can attack one extra time on its turn as long as it uses it bonus attack aganist a creature it already harmed. Once a sneak attack happens it can not happen again until a new string of combat breaks out in the Lair.
- All Draffier's in the town/village have advantage on stealth and surprise attacks.
If the Adult Draffier dies, these effects fade over the course of 2d6 days. In which the left Draffiers will slowly leave the village if a new Alpha does not take over.
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