DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)

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Baaz Draconian Medium dragon (draconian), usually chaotic evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0) Skills Deception +2, Intimidation +2 Condition Immunities Paralyzed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 9 Languages Common, Draconic, Nerakan Challenge 1 (200 xp) Death Throes. When a baaz dies, it turns to stone instantly. If an opponent dealt the killing blow with a piercing or slashing weapon, that opponent must succeed on a DC 11 Dexterity saving throw or the weapon that hit the baaz is stuck fast and can't be removed. The dead baaz remains petrified for 1d4 minutes, then crumbles to dust, freeing any weapon that was stuck within it. Items that were in the baaz's possession are not affected by the sudden petrification and later dissolution. Disease Immunity. Draconians are immune to all diseases. Draconic Heritage. Draconians can't be put to sleep by magic. Glide. Baaz can use their wings to glide, negating any falling damage from any height. They can travel horizontally up to four times the vertical distance they descend. Inspired by Dragons. Draconians were created to serve alongside evil dragons. When they fight alongside them, their morale and zealousness allows them to fight much better than normal. When under the command of a dragon, draconians get Advantage on all attack rolls and saving throws. Low Metabolism. Draconians can survive on meager and sparse nourishment. They require only onetenth of the food and water it takes to sustain a human. Magic Resistance. Draconians have advantage on saving throws against spells and other magical effects. Actions Multiattack. The baaz makes two attacks: either two claw attacks (if the baaz is not wearing a shield) or a longsword attack and a bite attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 2) slashing damage.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) slashing damage.

Kapak Draconian Medium dragon (draconian), usually lawful evil Armor Class 17 (studded leather armor, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 8 (-1) 8 (-1) 11 (+0) Skills Stealth +5 Condition Immunities Paralyzed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 9 Languages Common, Draconic, Nerakan Challenge 2 (450 xp) Death Throes. When a Kapak dies, it's body dissolves into a 5-ft radius pool of acid immediately. Any creature in the area at the time, or that enters the area while the acid is still there must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. The acid evaporates in 1d6 rounds. The acid affects anything the kapak was wearing or carrying as well. Disease Immunity. Draconians are immune to all diseases. Draconic Heritage. Draconians can't be put to sleep by magic. Glide. Kapaks can use their wings to glide, negating any falling damage from any height. They can travel horizontally up to four times the vertical distance they descend. Inspired by Dragons. Draconians were created to serve alongside evil dragons. When they fight alongside them, their morale and zealousness allows them to fight much better than normal. When under the command of a dragon, draconians get Advantage on all attack rolls and saving throws. Magic Resistance. Draconians have advantage on saving throws against spells and other magical effects. Poison. Kapaks can deliver this poison via bite or by licking their weapons to coat them with the venom. It will usually lick it's weapon before entering combat, but it can re-apply the poison using a bonus action. A licked weapon remains poisoned for 3 rounds or until the weapon hits a target. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sneak Attack (1/Turn). The kapak deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kapak that isn't incapacitated and the kapak doesn't have disadvantage on the attack roll. Draconian Sniper. A kapak gets advantage on all Stealth checks when wearing light or no armor. If a kapak makes a ranged attack while hidden and misses, he remains hidden after the attack. Actions

Multiattack. The kapak makes two attacks: either a short sword and a bite attack, or two short bow attacks. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 3) piercing damage. Short bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage. Healing Saliva. Females excrete saliva that is capable of curing wounds. As an action, a female kapak can lick the wounds of a creature within 5 ft of her and the wounded creature heals 7 (2d6) hit points. A creature can only be healed by female kapak saliva once every four hours, and a female kapak can not heal herself with her own saliva. When a female uses her bite attack, the saliva does not heal at that time.

Bozak Draconian Medium dragon (draconian), usually lawful evil Armor Class 15 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 15 (+2) Skills Arcana +3, Deception +4, Intimidation +4, Perception +2, Persuasion +4 Condition Immunities Paralyzed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Languages Common, Draconic, Nerakan Challenge 2 (450 xp) Death Throes. When a bozak dies, the flesh immediately shrivels and disintegrates, leaving behind just a skeleton and cloud of dust. The remains explode and every creature within 10 feet of it must make a DC 12 Dexterity saving throw or take 10 (3d6) points of slashing damage on a failed save, or half as much on a successful one. Disease Immunity. Draconians are immune to all diseases. Draconic Heritage. Draconians can't be put to sleep by magic. Glide. Bozaks can use their wings to glide, negating any falling damage from any height. They can travel horizontally up to four times the vertical distance they descend. Inspired by Dragons. Draconians were created to serve alongside evil dragons. When they fight alongside them, their morale and zealousness allows them to fight much better than normal. When under the command of a dragon, draconians get Advantage on all attack rolls and saving throws. Magic Resistance. Draconians have advantage on saving throws against spells and other magical effects. Spellcasting. A bozak is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). They have the following sorcerer spells prepared: Cantrips (at will): blade ward, fire bolt, friends, mage hand, true strike 1st level (4 slots): magic missile, shield, sleep 2nd level (3 slots): invisibility, web Actions Multiattack. A bozak can make either two claw and a bite attack, two shortsword attacks, or two longbow attacks Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d6 +1) slashing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 1) piercing damage. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d6+1) piercing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 1) piercing damage.

Sivak Draconian Large dragon (draconian), usually lawful evil Armor Class 16 (half-plate) Hit Points 124 (13d10 + 52) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 11 (+0) Skills Deception +3, Intimidate +3, Perception +3 Condition Immunities Paralyzed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13 Languages Common, Draconic, Nerakan Challenge 6 (2,300 xp) Blend. Female sivaks have the ability to blend into their surroundings, granting them advantage on all Stealth checks made to hide themselves when they are within 5 ft of a surface. Death Throes. When a male sivak dies, his body changes shape to match that of the being that killed him. The body remains in this form for three days before it disintegrates into black soot. If the sivak's slayer was larger than he was, or not a humanoid, he instead bursts into flames. All creatures within 10 ft. must succeed on a DC 13 Dexterity saving throw or take 10 (4d4) fire damage on a failed save, or half as much damage on a successful one. When a female sivak dies, it bursts into flames as described above. Disease Immunity. Draconians are immune to all diseases. Draconic Heritage. Draconians can't be put to sleep by magic. Inspired by Dragons. Draconians were created to serve alongside evil dragons. When they fight alongside them, their morale and zealousness allows them to fight much better than normal. When under the command of a dragon, draconians get Advantage on all attack rolls and saving throws. Magic Resistance. Draconians have advantage on saving throws against spells and other magical effects. Shapeshift. Male sivaks can take the form of any Large of smaller humanoid that he has just killed as a bonus action. He has until the end of his next turn to perform this shapeshift. His appearance and voice is perfectly imitated, but the sivak gains none of the target's abilities, memories, or mannerisms. He can remain in this form until he chooses to end the effect. He can't use this ability again until he takes the form of a new victim. A sivak can never assume the same form more than once. Springing Attack. A sivak may make a leaping attack using it's powerful wings to propel itself into battle. As a bonus action, a sivak may fly up to half of its fly speed before making a melee attack. It does not provoke attacks of opportunity for this movement. It must make an attack at the end of this movement. Actions Multiattack. A sivak can make either two claw attacks and a bite attack, or a greatsword and bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 18 (4d6 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage and if the target is Large or smaller, it must make a DC 14 Strength saving throw. On a failed save, you knock the target prone.

Aurak Draconian Medium dragon (draconian), usually lawful evil Armor Class 18 (natural) Hit Points 128 Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 16 (+3) 14 (+2) 15 (+2) 20 (+5) Saving Throws Charisma +9, Intelligence +6 Skills Arcana +6, Intimidation +9, Perception +6, Persuasion +9 Damage Resistances fire Condition Immunities Paralyzed Senses blindsight 60 ft., darkvision 120 ft., can see through all illusions and can detect hidden and invisible creatures up to 40ft., passive Perception 16 Languages Common, Draconic, Nerakan Challenge 9 (5,000 xp) Death Throes. When an Aurak reaches 0 hit points, it bursts into green flames and enters a frenzy. It has Advantage on all attack rolls, but is limited to only making melee attacks. Anyone within 5 ft. of the Aurak at the beginning of their turn, or when they become adjacent to the Aurak suffers 4 (1d6) points of fire damage. Anyone hit with one of it's melee attacks suffers an additional 4 (1d6) fire damage per hit. After 6 rounds or when it has taken 20 points of damage beyond the hit that put it to 0, the Aurak transforms into a whizzing ball of green lightning. Any creature within 10 ft. of the aurak must make a DC 15 Dexterity saving throw each round or take 7 (2d6) lightning damage (half damage on a successful saving throw). After 3 rounds of lightning, the Aurak explodes, causing 11 (3d6) fire damage and stunning the targets for 1d4 rounds. A successful DC 17 Constitution saving throw reduces the damage by half and negates the stun effect. Disease Immunity. Draconians are immune to all diseases. Draconic Heritage. Draconians can't be put to sleep by magic. Innate Spellcasting. The Aurak's innate Spellcasting ability is Charisma (spell save DC 17). The Aurak can innately cast the following spells, requiring no material components: At will: eldritch blast, greater invisibility, suggestion 1/day: dominate person Inspired by Dragons. Draconians were created to serve alongside evil dragons. When they fight alongside them, their morale and zealousness allows them to fight much better than normal. When under the command of a dragon, draconians get Advantage on all attack rolls and saving throws. Magic Resistance. Draconians have advantage on saving throws against spells and other magical effects. Spellcasting. An Aurak is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). An Aurak has the following sorcerer spells typically known: Cantrips (at will): Fire Bolt, Friends, Mage Hand, Poison Spray, True Strike 1st level (4 slots): Chromatic Orb, Magic Missile, Shield 2nd level (3 slots): Mirror Image, Scorching Ray

3rd level (3 slots): Blink, Lightning Bolt, Slow 4th level (2 slots): Polymorph Actions Multiattack. An Aurak attacks with 2 claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. Alternate Form. An Aurak can assume the form of any Medium or Small sized animal, three times per day. This ability functions as a polymorph spell cast on itself, except that it can only assume the forms of beasts. Breath Weapon (recharge 5-6). An Aurak can breath a cloud of noxious gas in a 5-ft. cone. Any target caught in the cloud must make a DC 15 Constitution saving throw, taking 11 (2d10) poison damage and is blinded for 3 (1d4) rounds on a failed save. If the save is successful, only half damage is taken and the target is not blinded. Dimensional Step. Up to three times per day, Auraks can perform limited short-range teleportation. The Aurak can transport itself and any items carried up to 60 ft. away per use of this power. Disguise Self. Three times per day, an Aurak may appear to be an individual humanoid the Aurak has seen and to perfectly imitate it's voice. The effect lasts for 17 (2d6+6) minutes per use.