Death Throes. If the Aurak starts its turn with 20 hit points or fewer, it bursts into green flames and enters a frenzy. While in a frenzy the Aurak has advantage on melee attack rolls, but it can't cast spells. The Aurak must use its action to make melee attacks against the nearest enemy, these attacks deal an additional 3 (1d6) fire damage.
A creature that starts its turn within 5 feet of the Aurak or moves within 5 feet of it must make a DC 15 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
At the start of each of the Aurak's turns while it is in this frenzy, it must make a DC 20 Constitution saving throw. If it fails the saving throw or is reduced to 0 hit points, it dies. If at the end of its turn the Aurak has more than 20 hit points the frenzy ends.
When the Aurak dies it's body explodes in a burst of greenish lightning. All creatures within 15 ft. must make a Dexterity saving throw taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Disease Immunity. Aurak draconians are immune to all diseases.
Draconic Heritage. Aurak draconians cannot be put to sleep by magic.
Innate Spellcasting. The Aurak's innate Spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Aurak can innately cast the following spells, requiring no material components:
At will: eldritch blast, greater invisibility and suggestion
3/day: disguise self and misty step Note: When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with smaller races.
1/day: dominate person
Inspired by Dragons. Draconians were created to serve alongside evil true dragons. When they fight alongside them, their morale and zealousness allow them to fight with greater ferocity than normal. When under the command of a true dragon, Auraks get Advantage on all attack rolls and saving throws.
Low Metabolism. Aurak draconians can survive on meager and sparse nourishment. They require only one-tenth of the food and water it takes to sustain a human.
Magic Resistance. Draconians have Advantage on saving throws against spells and magical effects.
Spellcasting. The Aurak is an 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Aurak has following sorcerer spells prepared:
Cantrips (at will): fire bolt, friends, mage hand, message, and poison spray
1st level (4 slots): chromatic orb, magic missile, and shield
2nd level (3 slots): mirror image and scorching ray
3rd level (3 slots): lightning bolt and slow
4th level (2 slots): dimension door and polymorph
Multiattack. The Aurak makes three melee attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 1) piercing damage.
Eldritch Blast. Ranged Spell Attack: +9 to hit, reach 120 ft., 2 targets. Hit: 9 (1d10 + 4) force damage each.
Breath Weapon (recharge 5-6). An Aurak can breath a cloud of noxious gas in a 15-ft. cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 11 (2d10) poison damage and be blinded until the end of the Aurak's next turn on a failed save, or only half as much damage and isn't blinded on a successful one.
Description
Draconians are a race of dragon humanoids, also called dragonmen because they walk upright and are human-sized. Draconians have scaly bodies like a dragon's, a snout and short stubby tail.
Created in order to fill the ranks of the dragonarmies of the Dark Queen Takhisis. The generals of the dragonarmies generally use draconians as shock troops. They are not natural creatures of Krynn. They were created from the eggs of metallic dragons using a dark magic, called the corruption ritual, that brings forth dozens of draconians from each sacrificed egg. These rituals were carried out by Dracart, a wizard of the Black Robes, WyrIlish, a priest of Takhisis, and Harkiel, a vile and dark-hearted red dragon.
Auraks are seven-foot-tall, sinewy draconians with short tails and golden scales. They are created using the eggs of gold dragons. Small spines grow from the backs of their heads. They have long, sharp teeth and bulging eyes that are typically blood red, green, or black. Their bodies emit a noxious sulphur odor, detectable from several yards away if they are not careful to hide it. Auraks are considered to be the most powerful and devious of the draconians. Soft-spoken and cold-blooded, no act of violence is too extreme for an Aurak.
In fact Auraks feel an almost compulsive need to kill. Auraks experience the agony of their victims as an intense almost physical pleasure. But they are not impulsive – they strike only after careful planning has minimized all of the risks to them and their mission. Auraks often collect treasures from their victims as souvenirs of their kills. The value of the treasure has little meaning except as a way to help relive the details of such a killing.
When called to join a larger force, Auraks typically serve as commanders and leaders of the draconian forces although some make excellent spies using their potent magical abilities.
Previous Versions
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2/16/2020 7:24:26 PM
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24
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5
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1.0
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Coming Soon
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