Homebrew Xenodrake Species Details

This race is part of the "Metroid into Dungeons and Dragons" Homebrew pack. All rights are reserved to Nintendo.

Xenodrakes are a cunning race of dragons that reside somewhere in Astral Space. They are a cruel species and don't believe in mercy. They are also highly adept at survival. Most people think that xenodrakes are inherently evil. And while that’s somewhat true, they tend to be neutral.

Xenodrakes are usually a dark shade of purple but are also known to be other colors like gray, green, and red. They can grow to 13 feet tall but hunch over to appear about half their size. Their wings are large and are brighter colors like red, pink, green, and orange. They have retractable claws that they use to attack their enemies. The tip of their tail is as sharp as a sword, which they use to attack from a distance. And their plasma breath can pierce through even the toughest of creatures.

Overall, xenodrakes are terrifying creatures. Despite this, they can make great allies and will be a worthy addition to any adventuring party.

Astral Predators

Xenodrakes make their homes in Astral Space and have evolved to become immune to its effects. They will age normally (unlike most other species), don’t require oxygen to breathe in space, and are unaffected by gravity changes. In addition to this, their flying speed is much faster when they are in Astral Space.

Superiority Complex

All xenodrakes believe that they are superior to most other species. They go so far as to prove this by never wearing any armor or shields. They will only do so if the current situation requires it. Most xenodrakes will never use weapons. The reason is because they believe the natural gifts that they're born with are better than any chain mail or sword.

Xenodrakes have a need to be in charge. They will attempt to take leadership by force if it isn’t given to them willingly. They believe that their allies would be better if they were the commander. They're very cocky - but when they are the leader, success in battle comes with ease. Their cunning survival skills make them deadly, and the plans they create are usually just as lethal.

Crafty Intellect

Anyone who looks at a xenodrake and thinks they are a mindless beast is sorely mistaken. Xenodrakes show themselves to be highly intelligent in many ways. They know how to get their way and are great liars. In certain circumstances, they can be very persuasive and intimidating. All they have to do is look at you to gain insight into your true intentions. Survival comes easy for them, and they show that by being able to get out of situations that most other species have trouble getting out of - even death. However, they are swift to anger, and it often leads to causing harm to themselves and others around them. They know that the gods exist but rarely find faith in them.

Business Before Pleasure

When xenodrakes are alone and know they can kill whatever stands in their way, they will try to taunt and scar that creature emotionally, attempting to weaken it. Whether or not they are successful, they will sadistically kill the creature. They enjoy bloodshed - and due to that fact, their actions are often chaotic. They smile at whatever havoc they create, whether purposeful or accidental.

To xenodrakes, the thrill of the hunt is more pleasurable than any love. A dead ally means nothing to them - except maybe as their next meal. In fact, the flesh they eat gets absorbed into their bodies and heals them. So, in theory, an ally is never truly gone.

Elusive Survival

Xenodrakes have an uncanny ability to survive in situations where most species wouldn't. Many times throughout their history, they have adapted to most problems that lie in their way.

Echoes

In the far past, xenodrakes were forced to enter Astral Space due to circumstances out of their control. But they adapted to Astral Space quickly, learning to fly through it, just as they did on their home planet. Unfortunately, that planet no longer exists.

Hunters

Xenodrakes enjoy the thrill of a hunt. They are even known to attack passing spelljamming ships - just because they wanted to have a little fun. While they enjoy hunting in a group, xenodrakes usually prefer to hunt alone, as they believe there is little room for error when they do it themselves.

Variation

All members of their species look the same. There is no visual difference for gender. However, they still have some differences. These differences include having different coloring and being smaller or larger than others of their kin.

Regeneration

Xenodrakes have a slight regeneration factor. When they are in a tight spot, they can consume the flesh of some creatures and absorb it into their bodies. Their bodies will start to heal, and the process of mitosis will temporarily accelerate.

Violent Tendencies

When xenodrakes are forced into a battle where their chances of survival are minimal, they resort to more violent tactics to increase their chances of winning. They become more unpredictable, using faster attacks, and sometimes they’ll take to the skies to bombard their opponent with an air raid of plasma. They will not hesitate to end the fight at any time.

Xenodrake Personality

Xenodrakes have quirks that make them very different than most other species. You can use the Xenodrake Quirks table to determine what sets you apart from the others in your party.

Xenodrake Quirks

d8 Quirk
1 You have an urgent need to command your allies, and you get angry when they don’t listen.
2 You love lying to get your way and will do so whenever you see fit.
3 You try to comfort your allies when one of your party members dies by telling them they aren't gone; they are part of you now because you ate them.
4 You like to play mind games with your enemies before you kill them, much to your allies' dismay.
5 You laugh at the fact that your allies need chain mail and swords to compete with your natural gifts.
6 You enjoy causing chaos at any moment in time.
7 You believe that you are better than everyone in your party.
8 You often wonder when you will go into Astral Space again.

Xenodrake Names

Xenodrakes tend to adopt names from the Draconic language. However, it's not rare for them to adopt a name regarding negative emotions or ideas, such as Envy and Wrath.

Xenodrake Traits

Your xenodrake character has the following racial traits.

Ability Score Increase

Your Charisma score increases by 2, and your Strength and Wisdom scores increase by 1.

Age

Xenodrakes become adults within months of hatching. They live for around 150 years.

Alignment

Xenodrakes tend to embrace chaos, and the majority of them are neutral. It isn't rare for them to be evil, however.

Creature Type

You are a Dragon.

Darkvision

Your bright glowing eyes allow you to see better in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your vision is tinted green in darkness.

Size

Xenodrakes can grow to about 13 feet tall and usually hunch over to appear half their size. Despite your large size, xenodrakes are extraordinarily light and weigh 150 to 400 pounds. Your size is Large.

Speed

Your base walking speed is 30 feet.

Flight

You have a flying speed of 30 feet. While in Astral Space, it triples to 90 feet.

Claw

You have a Claw attack that deals 1d8 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. At 7th level you can use this attack twice.

Skewer

The tip of your tail is very sharp, and you can use it to attack a target up to 15 feet away. When you hit with it, the strike deals 2d8 + your Strength modifier piercing damage. Starting at 7th level, this attack ignores piercing resistance. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level.

Plasma Breath

You have plasma breath that burns and pierces through creatures. As an action, you can charge up a beam of plasma that goes in a straight line and pierces through all creatures in its path, only stopping upon hitting an object. You can use the attack as a bonus action on your next turn. All targets in the line must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take 2d12 plasma damage on a failed save, or half as much damage on a successful one. Concentration is required when charging this attack. If you break Concentration in any way, the attack blows up in your mouth and deals 1d12 plasma damage to you. Once used, you can’t use this trait again until you finish a short or long rest. The damage increases to 3d12/2d12 at 6th level, 4d12/3d12 at 11th level, and 5d12/4d12 at 16th level.

Screech

As a bonus action, you can let out an ear-piercing screech. All creatures within 30 feet of you that can hear you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Armor

Your AC is 15 + your Dexterity modifier. Due to this trait, however, you can't wear armor or use a shield even if you're proficient in them.

Plasma Fuel

All fire damage you deal becomes plasma damage.

Regeneration

You can consume the flesh of humanoid creatures to heal yourself for 3d10 + your Constitution modifier hit points.

Cunning Ingenuity

You gain proficiency with Survival and two of the following skills of your choice: Acrobatics, Deception, Insight, Intimidation, Investigation, or Persuasion.

Stealth Disadvantage

Due to your large size and vibrant colors, you have disadvantage on Stealth checks.

Languages

You can speak, read, and write Common and Draconic.

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