Homebrew Emissary Dragon Species Details

An Emissary Dragon, in dragon form, is a dark, crystal blue.  As they age, the edges of their scales take on a slightly silver sheen, so shiny and reflective, it allows them to blend more easily into their surroundings as the surroundings reflect on the surface.  The Dragon is able to slightly shift her skin to angle the scales to evenly distribute the picture with very little distortion. 

They are wingless, resembling copper dragons in body style.   They are shorter than their copper cousins, but more finely muscled.

They have the ability to assume any humanoid form of medium size.   They prefer elven forms or humans, but will assume other forms to accomplish its plans.

In any humanoid form, they are always female, and always appear to be between 18 to 25 years old. Their slight version of draconic vanity shows here in the fact they will always appear with no less than an 18 Comeliness (Charisma).

Though they are able to produce young in either form, they will rarely choose to do so.  When they should choose to do so, the offspring are always Emissary Dragons and Always female.   No wish or magic item may be used to alter the sex of the creature.   Deities and other entities will not deign to grant the request, Genies and Djinn will find the power simply has no effect.

In any form, they retain all knowledge of the other form.

They are adept actors and highly skilled in deception.  It is rare a humanoid community, or an individual,  will ever be aware of her presence unless she chooses to make it known.   

They are highly disciplined creatures, constantly seeking to improve themselves physically and mentally.  As such, their natural strength in humanoid form is 19. 

Due to their cunning and intellect, they are immune to most mind effecting spells or spell like effects.  Treat their resistances to these as if they had a Wisdom score of 25.

Because of their discipline and their intense focus, they never truly sleep and can never be surprised as they have trained their senses to always be alert to their surroundings.   They do require rest from time to time, but not sleep.  

Their bite is vicious, doing 6-48 points of damage.  On a critical hit, roll D100.  On a score of 95-100, a limb is removed and swallowed. There is a +3 bonus to this roll if victim is held or pinned.

Their claws are razor sharp and often augmented with diamond dust or similar enhancements.  Each claw does 2d10 damage on successful hit.

If the dragon is attacked from behind, the rear claws do equal damage as front claws.  On a hit, there is a 30% chance the target is thrown 3d6 feet through the air.  Falling damage applies if the creature strikes an object.   This thrown effect is only when hit with rear claws as the dragon is essentially kicking.

At the end of the attack round, any creature within 30 feet of the rear and 10 feet of the front of the dragon is subject to a tail whip strike.  This strike causes 3d6 points of slashing damage and has a 20% chance of knocking the target prone. 

The dragon strikes 3 times per round with claw, claw, bite.   If the dragon is able to pounce upon a target successfully, it strikes with all 4 claws and a bite, but not a tail strike.    Should the dragon have the appropriate skill level in the rouge class, surprise attack modifiers would apply as the they retain full knowledge in either form of either form.   As well, they have the intellect to apply this knowledge.

They have a special type of breath weapon. 5 times per day, the Emissary Dragon, in dragon form only, may use its breath weapon.   The weapon is a cone, 100ft long and 30 at the base.   A silvery blue-ish cloud with many twinkling motes in it.   The cloud dazzles the eyes and prevents darkvision and gives a -5 to hit to anyone attempting to shoot or strike through the cloud as it completely obscures sight through it. 

The Cloud prevents the creation of normal or magical fires, and extinguishes any in its area immediately, neither may heat transfer through it.    No electrical spells or spell like effects can penetrate or cross through the cloud.

The cloud prevents the creation of illusions and immediately dispels any illusions it contacts. The cloud will reveal anything concealed by invisibility  to the dragon, outlining it for the duration of the cloud or as long as the creature is within the confines of the cloud. Only the dragon can see this outlining of the target.    

The cloud also causes silence within its area of effect.  No sound transfers into or out of the cloud.  

Once formed, the cloud billows into a round-ish shape, filling an area of approximately 300 sq ft.  

It does not go through walls or solid objects, but will follow hallways and the like. 

It is not affected by airflow, gusts of wind regardless of them being natural or magical in nature,  and cannot be dispelled by any except the dragon herself. 

The cloud will last and remain in position for the duration of 12 rounds, or until dispelled by the Emissary Dragon herself. (After 12 rounds, it fades by the end of the 12th)

Emissary Dragons still operate as they had in the past when they were a part of the Dragon Council.  They prefer to be alone and will not congregate with other Emissary Dragons.  If two are in the same area, the stronger of the two will remain and the other will move on.  They instantly recognize others of their kind on sight, regardless of disguise or masking magic employed, and instinctively know which is the stronger of the pair.

They have such keen instincts and heightened senses, they can recognize any other dragon in any form on sight and will do their best to avoid them. 

Once an Emissary Dragon has lived in an area for a period of 6 months, they are the equal of any sage of the area.  After dwelling in an area for 1 year, they will be the most knowledgeable of the area and its people.   After 2 years, they will know the history of the surrounding lands, the back trails and be as knowledgeable as Druid’s regarding flora and fauna of the area. 

They never put themselves directly in the spotlight of leadership, and they will never take a class which causes them to be the single focus of attention.  They prefer to blend into the shadows, gaining favor and attention of their targets only.   They may belong to several guilds or organizations, but will be unremarkable in them.  Just another face in the crowd.  They will give out amazing plans and details to those around them, but in a way it seems to be the targets idea and not their own, thus never earning renown or credit that would put them in a spotlight. 

They will however, be in a position of respect within the organizations to the point of having the authority to make certain…”requests” for things to happen, or to ensure their voice is heard and heeded if the need to more directly steer events is required.  Though never seeking a stage or spotlight role, they will assume command for brief periods to accomplish a task or goal, but will seek to step out of the role as quickly as prudently possible. 

Though they no longer work for or in the Dragon Council, they seem to continue to perform the same duties as when they were a part of the council.  No one, not even other dragons have any insight on the “why” of the things they do.  So well have they masked their presence, and ambitions, even dragon kind has all but forgotten their existence. 

As a character, they will choose only the following classes in order;   Rouge, Wizard, Artificer, Sometimes a monk, but only in an order who does not have the restrictions of amassing wealth, as, like all dragon kind, they do love their treasure.   They will never, under any circumstances, be a Paladin due to their naturally chaotic natures.   Likewise, they will not become Clerics as they view it as to closely becoming a slave to a powerful entity.  They will not become druids, as they are considered an anomaly in nature, see also the Cleric entry.  They will, though rarely, become Rangers, preferring cities over wilderness. (Should your campaign use “Modern Magic” rules, a “City Ranger” may be acceptable. 

They will not become Sorcerers as they believe their magic ability is from their intellect and not a bloodline issue.  They will not become Warlocks, as they will refuse to be bound in service to another entity which would put their power solely in their hands and at their whim.  

They will never take the Bard class, as this requires them to be constantly the center of attention and thereby the center of scrutiny.  They may accompany a bard as a companion, or a member of a performing troupe,(though not the star of the show), doing menial behind the scenes work, in order to travel more freely, gather news and information more easily from the local people attending the bards playing. 

This creation is designed to be used as a potent NPC.  A persona hiring the party or manipulating the party or one of its members.

Should the DM allow its use as a PC, it should come with the restriction of, Resurrection and Reincarnation is NOT an option.  Once dead, it stays dead.  As the Emissary Dragon is considered an anomaly in nature, and does not recognize most deities as anything other than potent magic users, they will be “disinclined to acquiesce” to request to bring her back into life.   Spells and spell like abilities will fail in the attempt by other characters. Not even wishes will work, see deities entry prior. 

Also, should her true form be discovered by the party, it is usually grounds for her immediate disappearance at best, or the end of their lives at worst as they know her secret.  The only exception to this rule is if, by some odd quirk, they have become her most trusted followers.  For an Emissary to have followers of this level of trust, is unheard of anywhere prior. 

Emissary Dragon Traits

Very acute senses = Never surprised. Immunities to mind effecting spells and spell like effects. Adamantine or magical weapons of +1 or greater needed to hit or damage. Silver weapons do half damage per hit. Normal weapons do no damage (while in dragon form only) and must make saving throw vs crushing blow or shatter on each hit. In humanoid form, normal weapons only do 1/4 damage. Any critical hit by normal weapons in humanoid form, becomes a normal hit instead.

High Intelligence

Due to their disciplined and inquisitive nature to learn everything, Emissary Dragons have very high intelligence.  Minimum of 18.

Mental Resistance

Due to extremely high intellect, Emissary Dragons are immune to most mind affecting spells and spell-like effects. 

Darkvision

Darkvision to 120 feet. 

Proficient in languages

Ability to use Tongues spell at will.   Will know, conversationally, as many languages as her intelligence.  Fluent, with the ability to read and write well in the number of languages equal to half intelligence. 

Luminescence

Ability to Cast light at will, once every 6 turns at 20ft radius.  

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