Kapak Draconian (5e Creature)

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Kapak Draconian[edit]

Medium dragon (draconian), lawful evil


Armor Class 17 (studded leather, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 10 (+0) 10 (+0) 11 (+0)

Skills Stealth +5
Condition Immunities paralyzed
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 2 (450 XP)


Death Throes. When the draconian dies, its body dissolves into a 5-foot radius pool of acid. 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 draconian was wearing or carrying as well.

Disease Immunity. The draconian is immune to all diseases.

Draconic Heritage. Magic can't put the draconian to sleep.

Glide. The draconian can use its wings to glide, negating any falling damage from any height. It can travel horizontally up to four times the vertical distance it descends.

Inspired by Dragons. When under the command of a dragon, the draconian has advantage on all attack rolls and saving throws.

Magic Resistance. The draconian has advantage on saving throws against spells and other magical effects.

Sneak Attack (1/Turn). The draconian 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 draconian that isn't incapacitated and the draconian doesn't have disadvantage on the attack roll.

ACTIONS

Multiattack. The draconian makes two attacks: one with its bite and one with its shortsword or two with its shortbow.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 5 (1d8 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way is also paralyzed.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


Kapaks are a race of venomous draconians known for their stealth. They are created from copper dragon eggs.
Kapaks average six feet tall and have sleek torsos and long limbs. Their scales are dull copper tinged with green, their eyes are orange or dark brown. They have short manes of dark brown or blonde hair hanging from either side of their mouths. Soft pads line the bottoms of their feet, enabling them to move silently. They speak in a soft, high-pitched whine.

Venomous Drakes. The most exotic physical feature of the kapaks are the poison glands located under their tongues that continuously secrete a venomous spittle. The glands are magical in nature, and are capable of producing a virtually limitless amount of the thick, yellowish venom.
Kapaks avoid any style of clothing that might draw attention to themselves.

War Bands. Kapaks are not builders. Kapak bands occupy abandoned buildings throughout Krynn, primarily in mountain ranges near civilized regions. Towers and castles are favorite kapak strongholds.
Kapaks seldom have formal leaders, making most decisions by consensus. When disagreements cannot be resolved, a kapak is just as likely to leave the group as he is to fight for the acceptance of his opinion. Kapaks have great respect for aurak draconians, and often allow them to serve as their leaders.
A kapak band has a common treasure cache; individuals seldom keep more than a few coins for themselves. When a kapak leaves the band, he takes his share of the group's treasure with him, using it to buy his way into a new band.

Baaz Rivals. Kapaks are larger than baaz draconians and often bully and abuse their smaller cousins. Consequently, the baaz hate the kapaks as much as they do any non-draconian race. Violent confrontations are common between baaz and kapaks. Aside from the baaz, the kapaks maintain good relations with other evil races, often hiring themselves out as mercenaries and assassins. Thousands of kapaks survived the War of the Lance, and they continue to serve in the remaining Dragonarmies that exist throughout central Ansalon.


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