Baaz | Bozaks | Kapaks | Sivaks | Auraks |
Draconians,
or Dragonmen, <in theory, one could
replace Draconian with Dragonman, in the following text>
are the special troops of the Dragon <link>
HIghlords.
They are more predictable than human forces
and more apt to follow orders than the ogres and goblins that make up the
bulk of the army. <See Loyalty, DMG.36>
Draconians are not frightened by [dragon]
awe,
rather they seem to rally around the evil
creatures. <morale bonus?>
There are five <5> types of Draconians:
the stony
Baaz,
the magic-wielding
Bozaks,
the poison-tongued
Kapaks,
the shape-shifting
Sivaks,
and the mind-bending
Auraks.
<use Greek symbol for Mind?>
The first four <4> types of draconians
have wings,
but of these only the Sivaks
can truly fly.
They move either by walking upright,
"gliding down from heights",
[or running on all fours while flapping
their wings].
[This latter form of movement enables
them to MOVE <> very fast along the ground (see the bracketed movement
rates under "MOVE" <> in the listings of the draconian's statistics
<stats.>]
and the dust <cf. dust, UA>
cloud kicked up their wings makes them a very intimidating sight in battle.
The fifth <5th> type of draconian,
Auraks, have no wings
but possess a limited [dimension door] ability.
<punctuation added>
Draconians serve many roles for the Dragon
<link> Highlords.
Kapaks,
wielding poison blade and arrow,
are used as assassins <link> and archers.
The magic-usingBozaks
are used as special forces and as commanders of squads of Baaz.
Sivaks form the elite
forces,
wearing heavy armor and easily swinging
two-handed swords <link>.
Baaz are the common
soldiers,
the bulk of the troops.
They are often used as scouts since they
can disguise themselves in robes.
The Auraks are rare
and special generals of the draconian armies.
They are also used as special agents who
can pass undetected among humans.
Draconians are created by corrupting good
[dragon] eggs.
Baaz
are derived from brass eggs <color>,
Bozaks
from bronze eggs,
Kapaks
from copper eggs,
Sivaks
from silver eggs,
and <&> Auraks
from gold eggs.
These are the eggs that the Queen of Darkness
<link> swore to protect in return for the good dragons' <link> pledge
not to interfere in her war against the peoples of Krynn.
The corruption of the eggs is the work
of an evil triad,
Wyrllish the cleric,
<link?>
Dracart the mage, <link?>
and the ancient [red
dragon] Harkiel, the Bender. <link?>
Through arcane spells they cause the eggs
to grow and their occupants to multiply. <perhaps, add create draconian
to the list of possibly-researched spells>
Then Wyrllish <link?> opens the gate
to the Abyss <link> and the [abishai], the Dark
Queen's minions, rush forth to inhabit the new bodies.
<so, dragonmen are
devils? make link from devil? make link from abishai?>
<i've thought about
replacing Dark Queen with Tiamat, and the Abyss with Hell, to bring DL
into harmony with the rest of AD&D mythology>
Draconians are creatures of magical origin
and when they are slain,
the odd enchantments that formed them
create spectacular death scenes (see the draconian descriptions).
While units of draconians are often found
in evil [human] armies, <perhaps, incl. BATTLESYSTEM examples>
they remain aloof from other races. <Personality
= aloof? -- cf. DMG.101>
They answer directly to the Queen of Darkness
<link> despite the command structure of the army they are in.
<Note: all draconians radiate magic (ref: see Sivak). Determine aura strengths, and make notes for each in the individual descrips>
Q: Do hold or charm
person spells
work on draconians from
the
DRAGONLANCE® Adventures
world
of Krynn? Do rangers get
giant-class
damage bonuses against them?
A: Draconians are
not giant-classed monsters,
but they are "persons,"
and the two
spells you mention do affect
them.
(131.63)
Q: How many draconians
can be produced
from a single dragon?s egg?
Is
there a process that produces
different
kinds of draconians from
evil
dragon eggs?
One egg produces multiple
draconians
(DLA, page 73). DL9 Dragons
of Deceit,
page 41, area L23, includes
a scene in
which 4d12 sivak draconians
are hatched
from a single silver dragon
egg. It might
be possible to produce new
races of draconians
from evil dragon eggs, but
neither
the good nor the evil dragons,
nor their
deities or servants, have
been inclined to
look for such a way.
(160.32)
FREQUENCY: Uncommon
NO. APPEARING: 2d10
ARMOR CLASS: 4
MOVE: 6" / [15"]
/ 18"
HIT DICE: 2
% IN LAIR: 5%
TREASURE TYPE: [J],
[K], [L], [U]
NO. OF ATTACKS:
2 or 1
DAMAGE/ATTACK: 1d4
/ 1d4 or by weapon
SPECIAL ATTACKS:
None
SPECIAL DEFENSES:
None
MAGIC RESISTANCE:
20%
INTELLIGENCE: Average
ALIGNMENT: Lawful
Evil (Chaotic)
SIZE: M (5 1/2
ft.)
PSIONIC ABILITY:
Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
81 + 1
When a Baaz reaches
0 hit points, <technically, -10>
it turns into a
stone statue.
The person who struck
the death blow must make a successful Dexterity Check with a -3 penalty
or his weapon is stuck in the statue.
The statue crumbles
to dust <cf. dust, UA> within 1d4 rounds, freeing the weapon.
Its armor <make
note about base armor types, for weapon vs. AC> and weapons <link> remain.
Baaz are the smallest
and most plentiful of draconians.
They are the
Dragon <link> Highlords' <punctuation error> common ground troops.
At the bottom
of the draconian social order,
these draconians
often tend to be chaotic in nature and self-serving when they can get away
with it.
Baaz are often
encountered in disguise.
They conceal
their wings under robes and,
wearing large
hoods and masks,
pass through
civilized lands as spies <link>.
FREQUENCY: Uncommon
NO. APPEARING: 2d10
ARMOR CLASS: 2
MOVE: 6" / [15"]
/ 18"
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: [U]
NO. OF ATTACKS:
2 or 1
DAMAGE/ATTACK: 1d4/1d4
or by weapon
SPECIAL ATTACKS:
Spells
SPECIAL DEFENSES:
Saves at +2
MAGIC RESISTANCE:
20%
INTELLIGENCE: High
ALIGNMENT: Lawful
evil <(Cruel)>
SIZE: M (6 ft. +)
PSIONIC ABILITY:
Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
175 + 4
When a Bozak reaches
0 hit points, its scaly flesh shrivels and crumbles from its bones in a
cloud of dust.
Then the bones explode,
causing 1d6 points
of damage to all within 10 feet (no saving throw). <save>
Bozaks are magic
wielders and can CAST spells as 4th level magic users. <> <link>
They are cruel
and very cunning warriors, sparing a life only if it benefits them.
Their favored
spells: [burning hands], [enlarge], [magic missile], [shocking grasp],
[invisibility], [levitate], [stinking cloud], and [web].
<nice image of a Bozak at p.25 of the DLC1 graphic novel>
FREQUENCY: Uncommon
NO. APPEARING: 2d10
ARMOR CLASS: 4 <note:
the given image portrays a buckler>
MOVE: 6" / [15"]
/ 18"
HIT DICE: 3
% IN LAIR: 15%
TREASURE TYPE: [K],
[L], [M]
NO. OF ATTACKS:
1
DAMAGE/ATTACK: 1d4
<note: the given image portrays a short sword>
SPECIAL ATTACKS:
Poison
SPECIAL DEFENSES:
Acid Pool
MAGIC RESISTANCE:
20%
INTELLIGENCE: Average
ALIGNMENT: Lawful
Evil (Abusive Bully)
SIZE: M (6 ft.)
PSIONIC ABILITY:
Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
105 + 3
The paralysis induced
by a Kapak's poison lasts for 2d6 turns if the victim fails his saving
throw <save> vs. poison.
Weapons licked with
poison remain poisoned for three <3> rounds.
When a Kapak reaches
0 hit points, <-10, in theory>
its body instantly
dissolves into a 10-foot-wide pool of acid.
All within the acid
pool take 1d8 points of damage each round they remain there.
The acid
evaporates in 1d6 rounds.
All items possessed
by the Kapak are useless thereafter.
Kapaks are distinguished
by their venomous saliva.
They often lick
their weapons before attacking.
Kapaks are larger
than Baaz and often bully and abuse their smaller cousins.
Because of the
Kapak's venomous nature,
the Dragon Highlords
employ these draconians as assassins as well as warriors.
Kapaks are sly
and conniving,
seeking to lure
prey into traps <link> and tripping foes to gain an advantage.
<damage is listed
as 1-4 + poison in DL6 (ea.), which is actually a better format>
<shouldn't it
be 1-4 + poison OR weapon (by weapon type) + poison?>
<shouldn't it
be a save vs. paralyzation, instead of poison? small distinction, and one
which would make the kapak draconians a little more deadly>
<DL6 (ea.) notes the Item Save Matrix in the DMG. In theory, only make saves for boots (etc.), and for characters who are downed within the 10-foot-wide pool of acid>
<the DL6 image:
gladius (short sword?), morning star, and darts? the armor (not the harness)
on this one will not be re-usable by any standard PC race>
<gladius: 3.5,
d6/d8>
<morning star:
12.5, 2-8/2-7>
<darts: 0.5 each,
d3/d2>
<buckler: #3,
usable against 1 opponent per round>
FREQUENCY: Uncommon
NO. APPEARING: 2d10
ARMOR CLASS: 1
MOVE: 6" / [15"]
/ 18"
HIT DICE: 6
% IN LAIR: 10%
TREASURE TYPE: [Q]
NO. OF ATTACKS:
3
DAMAGE/ATTACK: 1d6
/ 1d6 / 2d6 <claw / claw / tail> <THACO 13>
DAMAGE/ATTACK: <sword
/ sword / tail>
SPECIAL ATTACKS:
None
SPECIAL DEFENSES:
+2 on Saves
MAGIC RESISTANCE:
20%
INTELLIGENCE: High
ALIGNMENT: Neutral
Evil <6-10 HD: moderate?>
SIZE: L (9 ft.)
PSIONIC ABILITY:
Nil
Attack/Defense Modes: Nil
Paralyze, Poison, Death Magic = 9 | Petrify or Polymorph = 10 | Rod, Staff, Wand = 11 | Breath Weapon = 11 | Spell = 12 |
LEVEL/X.P. VALUE: IV | 350 + 6
Sivaks who are killed
by creatures larger than themselves will burst into flames,
causing 2d4 points
of damage to all within 10 feet (no saving throw), <save>
rather than change
form.
Sivaks are some
of the most powerful draconians, <link>
second only to
the Auraks. <link>
They are useful
both on the battlefield <link to BATTLESYSTEM unit stats> and as advance
<font> infiltrators in areas such as Ergoth <link?> or western Solamnia
<link?> where people are suspicious of the robed Baaz. <link> <note
suspicion in both Realms>
Sivaks normally
attack with two wicked-edged swords, <note 2 weapon penalty, and remember
they are large> <sword / sword / tail>
but are just
as dangerous with their claws.
In addition,
they attack with long, armored tails.
They can only
use this attack when in draconian <link> form.
Sivaks are shapeshifters,
capable of changing
their form under two <2> specific conditions.
<1.> When a Sivak slays a humanoid <semantic> of its size
or smaller,
it may take the form of its victim.
The Sivak does not gain the memories,
eXPeriences,
or spell use of the victim and, <punctuation>
like all draconians <link>,
radiates magic,
but its appearance <link to DMG d10 table?> and voice are exact matches
to those of its victim.
The Sivak can change back to its normal form,
but after doing so cannot polymorph <link> again until it kills
another humanoid <semantics>.
<space>
<2.> A Sivak will also change shape when it is slain --
it assumes the form of the creature that killed it.
This death-shape lasts for three <3> days,
then the entire body decomposes into black soot.
Note: The fact
that Sivaks change shape after death may be used to explain the apparent
demise of characters under the "obscure death rule". <link>
<this pp was
added from DL7>
<note: the
sivak in the image has what would be closest to a 2-handed sword. maybe
the occasional Sivak might wield one>
<DL7 adds
non-humanoids to "creatures larger than themselves">
FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 8
% IN LAIR: 10%
TREASURE TYPE: [K],
[L], [N], [V]
NO. OF ATTACKS:
2 or 1 <>
DAMAGE/ATTACK: 1d8
+ 2 (x2) or spell <>
SPECIAL ATTACKS:
Spells & Breath
SPECIAL DEFENSES:
Save at +4
MAGIC RESISTANCE:
30%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful
Evil
SIZE: M (7 ft.)
LEVEL/X.P. VALUE:
1,800 + 10/hp
Auraks are the special agents of the Dragon
Highlords. They
are the most powerful of all
draconians and
the most devious. In natural
form, Auraks
appear to be 7-foot-tall, sinewy
draconians with
short tails and no wings.
Auraks cannot fly, but they MOVE as FAST as
other draconians
on the ground. Auraks possess
a limited ability
to dimension door three
times per day
at will. Their most feared form
of attack is
their mind control (see page 74).
Auraks can dimension door
up to 6" away,
three times per
day at will.
The senses of Auraks are heightened so that
they have infravision
good to 60 feet, and can
detect hidden
and invisible creatures within
4". They can also
see through all illusions.
Auraks have several
natural defenses that they
can invoke at will.
They can turn invisible
once each urn until
they attack. They can
[polymorph self]
into the shape of any animal
their size, three
times per day. But the most
diabolical ability
is to [change self] three times
per day to resemble
human or humanoid
and to perfectly
imitate its voice. This effect
only lasts for 2d6
+ 6 rounds.
Auraks have three modes of attack. They
can generate blasts
of energy from each of
their hands (1d8
+ 2 points of damage with
each), striking
targets up to 6" away. When
using [change self],
they appear to be using an
appropriate weapon,
but are really attacking
with energy blasts.
They can also attack with
claws and fangs
(1d4/1d4/1d6). Three times
per day they can
breathe a noxious cloud (five-foot
range). Victims
caught in the cloud must
roll a successful
save vs. Breath Weapon
(for half damage)
or suffer 20 points of
and be blinded for
1d4 rounds.
Auraks can also CAST two 1st- to 4th-level
MU spells. Their
preferred spells
include these: [enlarge],
[shocking grasp], [ESP],
[stinking cloud],
[blink], [lightning bolt], [fire shield],
and [wall of fire].
The Auraks' most insidious power is mind
control. They USE
[suggestion] once per turn
at will, but they
must concentrate. And once
per day they can
mind
control one creature of
=equal= or fewer
HD for 2d6 rounds through
unbroken concentration.
Mind
control lets
the caster control
the actions of the TARGET as if
it were his own
body. The TARGET must roll a
successful save
vs. Breath Weapon to
avoid the effect.
When an Aurak reaches 0 HP, it does
not die, but immolates
itself with eerie green
flames and enters
a fighting frenzy (+2 to hit
&& damage).
Anyone attacking it suffers 1d6
points of damage
each round from the flames,
unless a successful
save vs. Petrification
is rolled. Six rounds
later, or when the
creature reaches
-20 HP, it transforms
into a whizzing
ball of lightning, striking as a
13-HD monster and
causing 2d6 points of
damage to those
struck. Three rounds later it
explodes with a
thunderous boom, stunning
all within 10 feet
for 1d4 rounds (2d4 if
underwater) and
causing 3d6 points of damage
to all within 10
feet (no save
allowed). Any items
within range must save
vs. crushing blow
or be destroyed.
FREQUENCY:
NO. APPEARING: 1-
ARMOR CLASS:
MOVE: 12"
HIT DICE:
% IN LAIR: Nil%
TREASURE TYPE: []
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE:
ALIGNMENT: Neutral
SIZE:
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil
LEVEL/X.P. VALUE:
If constructing a language, a la
Language Lessons I : Even Orcish is Logical (75.54)
Language Lessons II : All Games Need Names, But don't make a game out
of naming! (75.58)
the DLC1 Graphic Novel (pages 34+) might be of interest.
Is that Mayan?