Dragonman (Draconian) <reversed>
 
 
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)


Baaz

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>.


Bozak

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>


Kapak

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>
 


Sivak

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">
 


Aurak

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?