Draconids

Scaled terrors — serpents, drakes, and wyrms kin to the great dragons.

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Overview

Elder Blood
Dragons are one of the oldest and most powerful races in the cosmos. Over countless millennia they have given rise to a number of degenerate subspecies, known collectively as draconids. While most draconids are savage and predatory, they are not mindless. Most are at least as intelligent as a dim-witted person, which makes them very dangerous. Their draconic heritage occasionally manifests as a breath weapon or the gift for sorcery (or both), meaning that any draconid could potentially be a spell caster. Civilized races have a love-hate relationship with draconids. Some learn to live in equilibrium with people, or even accept training as mounts. Others are rapacious monsters that raid settlements and devour livestock. All draconids are reptilian and reproduce by laying eggs.
Nexus Entities
Dragons produce magical energy simply by existing. They do this passively, regardless of alignment or intentions. A true dragon becomes a veritable nexus of magical energy while hibernating, and some cultures have taboos against waking them. Draconids inherit a small portion of this legacy, generating arcane power that distributes evenly across the world like electricity across the surface of a soap bubble. This also means that a draconid’s body is a ready source of magical reagents for enchantment and alchemy.
Adaptive
Much like true dragons, draconids adapt to their environment. This can cause different examples of the same creature to vary widely in appearance and abilities. When building a draconid, consider where the creature lives and what elemental forces exist nearby. This adaptation occurs naturally over a period of years, and can occur multiple times in a draconid’s lifetime. The creature’s offspring share their mother’s characteristics.
Covetous
All draconids are greedy and proud. They have the impulse to collect things they perceive as valuable, but a draconid’s collection can vary greatly. Bones, plants, mineral formations, gold, jewels, and other objects can all be found in a draconid’s lair. They commonly share humanoid sensibilities when it comes to art, and see value in manufactured goods that took time and effort to produce. Seizing the product of another creature’s time and energy expresses dominance, which reinforces the draconid’s ego.

Catalog

30 entries
BasiliskDraconids / Catalog · 3 tiersSPD20 ft [15 km/h]MOR18IQT2
Shared traitsDeathgaze [Petrification]Special trait.StoneskinThis creature has an advanced soak score and natural armor.Locking JawMelee hit initiates a grapple. Target takes automatic weapon damage at the start of its turn until it escapes.
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT261152+0134.1.2+5 · 1d8+3
BT386153+1135.2.3+6 · 1d10+4
CT3102154+2136.2.4+7 · 1d12+5
Lore · Basilisk

A multi-legged serpent with a petrifying gaze and chameleon-like powers of camouflage. Basilisks are prone to hibernation, and enter torpor to survive in remote areas with little food. A basilisk can restore flesh petrified by its gaze through physical contact, and does so to devour chunks of the creatures it petrifies and shatters. Cantankerous and nearly impossible to domesticate, they value solitude when not hunting.

BehirDraconids / Catalog · 3 tiersSPD40 ft [35 km/h]MOR14IQT3
Shared traitsMany LimbsSpecial trait.Breath [Lightning]Special trait.Locking JawMelee hit initiates a grapple. Target takes automatic weapon damage at the start of its turn until it escapes.Swallow WholeOn a successful attack against a grappled, smaller opponent, swallows the target; swallowed targets take ongoing acid and crushing damage each round until freed.Fast SpeedFoot or running speed exceeds standard humanoid baselines by +10 feet or more.
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT4137173+2178.4.6+9 · 3d8+7
BT5153184+31810.4.7+10 · 3d8+9
CT5162195+41912.5.8+11 · 3d8+11
Lore · Behir

A multi-legged serpent with large horns, a breath weapon, and the ability to move along walls and ceilings. Behirs are huge, and can unhinge their jaws to swallow medium or smaller prey whole. They are also capable of constricting opponents. Behirs have a natural enmity with drakes, and are powerful enough to threaten younger specimens.

DrakeDraconids / Catalog · 7 tiersSPD40 ft [35 km/h]MOR14IQT3
Shared traitsBreath [Energy]Special trait.TackleEnhances one melee attack to deal +1d10 crushing damage per size category difference and forces an Athletics/Acrobatics check or the target falls prone.BracedImmune to knockdown, shove, and forced movement while standing on solid ground.
Variant traitsTrampleBonus action attack against a prone target at least two size categories smaller, dealing 1d10 crushing damage per size difference + Might.D/E/F/GTerrifyingSpecial trait.F/G
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT247132+3154.3.3+5 · 1d8+3
BT263142+3165.4.3+6 · 1d10+4
CT385153+4176.5.4+7 · 1d12+5
DT4102164+5187.6.5+8 · 2d8+6
ET4123164+5198.7.6+9 · 2d10+7
FT5146175+6209.8.7+10 · 2d12+8
GT6167176+62110.9.8+11 · 2d12+9
Lore · Drake

Every true dragon begins its life as a drake. Drakes vary in disposition, but most born in the wild are rapacious predators. All drakes have a handful of things in common: a breath weapon, magic resistance, modest intelligence, and the ability to fly. In dangerous environments, drakes band together and form packs for mutual survival. As a drake gets older it grows larger and more intelligent. After two centuries of life, when the stars are right and food is plentiful, the creature will feel an urge to seclude itself and go into hibernation. When it emerges, the drake has transformed into a true dragon. This transformation confers size, strength, magic, telepathy, a stronger breath weapon, and greater intelligence. When a drake becomes a true dragon it experiences a lucid dream in which it learns its new name. The creature then sets out to cultivate itself and build a lair.

HydraDraconids / Catalog · 3 tiersSPD30 ft [20 km/h]MOR20IQT2
Shared traitsRegenerateThis creature regains the given health each round unless it takes certain damage.Many LimbsSpecial trait.Locking JawMelee hit initiates a grapple. Target takes automatic weapon damage at the start of its turn until it escapes.RelentlessWhen reduced to 0 Health, make one immediate final melee attack as a reaction before collapsing.
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT3153153+3258.2.5+8 · 2d6+5
BT4187153+3259.3.6+9 · 2d8+6
CT5218153+32510.3.7+10 · 2d10+7
Lore · Hydra

A huge serpent with six or more heads that split from its central body. The heads cooperate perfectly in combat, but act as independent minds for magical purposes. Hydras are normally amphibious and possess powerful regenerative abilities. Some are poisonous or possess breath weapons. They are fairly stupid and rarely exhibit magical talent, but are ferocious and territorial hunters. In the depths of the ocean, all but the largest and deadliest monsters avoid hydras because their regenerative powers make them hard to kill.

NagaDraconids / Catalog · 4 tiersSPD30 ft [20 km/h]MOR14IQT4
Shared traitsSorceryThis creature has a number of spells, an arete score, and a mana pool.PoisonThis creature has an attack that poisons the target: [type, save, onset, damage, effects].Locking JawMelee hit initiates a grapple. Target takes automatic weapon damage at the start of its turn until it escapes.CrushingThis creature’s attacks can initiate a grapple in addition to dealing damage. Every round on the creature’s turn it deals melee damage until the target escapes. This usually means constriction or a lockable jaw.
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT376153+3175.5.5+7 · 1d12+5
BT491153+3176.6.6+7 · 1d12+5
CT5118154+4187.7.7+8 · 1d12+5
DT6136154+5208.8.8+8 · 1d12+5
Lore · Naga

Nagas look like giant snakes with draconic features. They are among the most intelligent and magically powerful of all draconids, and each is a potent sorcerer with formidable powers of telepathy and mesmerism. The most notable property of every naga is immortality; if killed, the creature will return to life after 1d6 days in a flash of divine power. If decapitated, a naga will spontaneously regenerate a new body from its skull. All nagas believe themselves to be divine, and they are drawn to lair in temples and similar sites. Evil nagas compulsively use their powers of mesmerism to build cults dedicated to their own worship.

SalamanderDraconids / Catalog · 3 tiersSPD30 ft [20 km/h]MOR15IQT3
Shared traitsFirebloodThis creature is immune to fire, and contact with its blood causes fire damage.Immune [Fire]Special trait.Vulnerable [Cold]Special trait.MilitantProficient in medium armor, shields, and martial weapons.
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT377163+2155.3.3+7 · 2d6+4
BT493164+3166.3.4+8 · 2d8+5
CT5116165+4176.4.5+9 · 2d10+6
Lore · Salamander

Salamanders are serpentine brutes with multiple legs, enormous jaws, a breath weapon, and the power to manipulate one elemental force. They are found in areas of extreme elemental power, usually fire or cold, and are known to be highly aggressive and territorial. Salamanders can feed on raw elemental energy as well as flesh, and those with the gift of sorcery learn spells exclusively affiliated with their element.

Sea SerpentDraconids / Catalog · 3 tiersSPD20 ft (Swim 60 ft [50 km/h])MOR18IQT2
Shared traitsAquaticThis creature breathes water and cannot survive on land.TackleEnhances one melee attack to deal +1d10 crushing damage per size category difference and forces an Athletics/Acrobatics check or the target falls prone.TrampleBonus action attack against a prone target at least two size categories smaller, dealing 1d10 crushing damage per size difference + Might.SiegebeastAttacks on structures and inanimate objects from this creature deal double damage.Swallow WholeOn a successful attack against a grappled, smaller opponent, swallows the target; swallowed targets take ongoing acid and crushing damage each round until freed.Fast SpeedFoot or running speed exceeds standard humanoid baselines by +10 feet or more.
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT51681410+11510.4.7+12 · 3d12+10
BT62181410+21512.5.9+13 · 3d12+14
CT62671410+31514.6.11+14 · 3d12+18
Lore · Sea Serpent

Considered to be the largest of all draconids, sea serpents are dim-witted predators that wander the ocean alone. They are naturally curious and take an interest in ships and seafaring races, watching them from a distance and eating the unwary. Sea serpents are the only draconids, apart from drakes, that can mature into true dragons given enough time. Those that take an interest in ships commonly hoard riches in their underwater lairs.

WyvernDraconids / Catalog · 4 tiersSPD20 ft / 70* ft [60 km/h]MOR15IQT2
Shared traitsFlyingThis creature has a given flight speed.Fast SpeedFoot or running speed exceeds standard humanoid baselines by +10 feet or more.TailstrikeSpecial trait.PoisonThis creature has an attack that poisons the target: [type, save, onset, damage, effects].FlybySpecial trait.
VarTierHPDEFSOKInitAlrF/R/WAttacks / damage
AT393154+2167.4.4+7 · 2d6+6
BT4110154+3178.4.5+8 · 2d8+7
CT5138154+4189.5.6+9 · 2d10+8
DT6162154+51910.5.7+10 · 2d12+9
Lore · Wyvern

Wyverns are winged draconids that live in family units and hunt in forests and hills. All wyverns are identifiable by a long tail ending in a poison stinger, and they are immune to poison. Some wyverns develop breath weapons, but very few develop sorcery. They are violent and dim-witted brutes that plague civilization more often than most draconids, devouring livestock and killing people before vanishing back into the wilds. One of the most dangerous qualities of the wyvern is its hawk-like long-range night vision; the creature can see in darkness and accurately perceive things miles away at night.