The Dragonlance Nexus

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Dragonspawn

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Monstrous Humanoid
Hit Dice: 4d8+20 (38 hp)
Initiative: +1 (Dex)
Speed: 30 ft., fly 20 ft. (poor)
AC: 16 (+1 Dex, +5 natural)
Attacks: Bite +9 melee, 2 claws +7 melee
Damage: Bite 1d6+5, claws 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Death throe, immunities, sense link, spell-like abilities
Saves: Fort +6, Refl +5, Will +6
Abilities: Str 20, Dex 12, Con 20, Int 10, Wis 14, Cha 12
Skills: Concentration +8, Listen +9, Spot +9, Wilderness Lore +5, plus one of Climb, Jump, or Swim +11
Feats: Multiattack
Climate/Terrain: As Great Dragon creator
Organisation: Solitary, pair, company (2-5), or squad (5-20)
Challenge Rating: See below
Treasure: Standard
Alignment: Always evil (any)
Advancement: 4+ HD (Medium-size)

These statistics are for a dragonspawn created from a 1st-level human commoner. If the spawn was created from a higher-level character, add one HD for each character level above 1st.

New to Krynn in the Fifth Age are magically-created creatures known as dragonspawn, or simply "spawn."; Dragonspawn are created in vile ceremonies by the Great Dragons, which involve a small portion of a draconian's spirit corrupting and displacing the soul of a human captive. The human's body is transformed into a winged, reptilian monster with clawed limbs and toothy snouts, and scales of the same colour as the Great Dragon involved in the ceremony. Dragonspawn stand nearly seven feet tall, and weigh about 300 pounds. However, there are still vestiges of humanity visible in the dragonspawn's form.

Combat

Dragonspawn attack with their savage claws and fangs in preference to normal weapons; they use weapons only if there is some advantage to be gained, such as reach or magical properties. Dragonspawn are typically following the orders of a Great Dragon when encountered, and will fight to serve some purpose or achieve some goal.

Breath Weapon (Su): A dragonspawn's breath weapon depends on its colour. Using a breath weapon is a standard action. Once a dragonspawn breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragonspawn's mouth and extends in a direction of the creature's choice, with an area as noted below, Creatures caught in the area can attempt Reflex saves to take half damage.

Death Throe (Su): On the round that a dragonspawn reaches 0 or fewer hit points, its body is spectacularly transformed into an explosion, shower, or cloud of elemental energy. This effect deals 2d6 points of damage to all creatures within a 10-ft. radius (Reflex save against same DC as breath weapon halves). The energy type of this attack is identical to the dragonspawn's breath weapon.

Immunities (Ex): A dragonspawn is immune to the Frightful presence of any dragon, and to the breath weapon of its creator and other dragons and dragonspawn of that colour (e.g., a blue dragonspawn is immune to the breath weapons of all blue dragons).

Sense Link (Su): The Great Dragon responsible for the dragonspawn's existence can sense what the dragonspawn senses. The dragonspawn's senses could be enhanced with spells or items, allowing the Great Dragon to use the same enhanced senses. The Great Dragon makes its own perception checks, such as Spot and Listen, regardless of the dragonspawn's Spot and Listen results, if any.

The Great Dragon is subject to any gaze attack or language-dependant effects that affect the dragonspawn. However, the senses of the dragonspawn and the Great Dragon are independent, so the dragonspawn is not made blind if the Great Dragon is blinded, and vice versa.

The Great Dragon must concentrate to access the sense link. It cannot control the dragonspawn, nor can it communicate with the dragonspawn without using other spells.

Spell-Like Abilities: All dragonspawn have a number of spell-like abilities, depending on their colour and HD. A dragonspawn can use spells from one school of Fifth Age sorcery (see below); it can cast spells of a level equal to ½ its HD. The dragonspawn can cast a number of spells equal to its HD per day. These are as the spells cast by a sorcerer of the same level as its hit dice (save DC = 10 + spell level + Cha modifier).

Dragonspawn Abilities
Spawn Type Breath Weapon Damage (DC) Spell-Like Abilities Ability Score Modifiers CR
Black Line of acid 8d4 (17) Hydromancy Dex +2 6
Blue Line of electricity 8d8 (18) Electromancy Str +2, Dex +4, Con +2, Wis +2, Cha +2 7
Green Cone of gas 8d6 (17) Enchantment Dex +4, Int +4, Cha +4 6
Red Cone of fire 8d10 (21) Pyromancy Str +8, Con +8, Int +2, Wis +2, Cha +2 8
White Cone of cold 4d6 (16) Cryomancy Str -2, Con-2, Int -2 5
A line is 5 ft. high, 5 ft. wide, and 60 ft. long. A cone is 30 ft. long

The Spawning Ceremony

During the spawning ceremony, the Great Dragon recites a long incantation that draws out a portion of a draconian's spirit and implants it in a human victim (the draconian is slain unless it succeeds in a Fortitude save against DC 15). In addition, the Great Dragon must give some small portion of its body to the ceremony, such as a few drops of blood, saliva, or tears.

For seven days following the ceremony, the victim's body is corrupted and transformed, altering to become more like the Great Dragon. The victim's soul is overwhelmed by the growing dragonspawn spirit unless it succeeds in a Will save (DC 15) every 24 hours. If the victim's soul has been overwhelmed at the end of the seventh day, it is ejected from the body and the dragonspawn spirit gains permanent control.

If the human spirit has not been overwhelmed after seven days, the dragonspawn still gains control of the body. However, the victim can attempt a Will save (DC 20) to regain control for 24 hours. If he fails this save, he can try again after another 24 hours have passed.

If the victim succeeds, it uses the dragonspawn's Strength, Dexterity, and Constitution scores, as well as hit points, flight, natural armour, natural attacks, extraordinary abilities and breath weapon. However, the victim keeps his own Intelligence, Wisdom, and Charisma scores, class abilities, base attack and save bonuses, skills and feats.

The victim must struggle constantly to maintain control. In stressful situations (such as combat or spellcasting) the victim may only take a partial action each round. Any round in which the victim takes more than a partial action, it is forced to make another Will save (DC 20) to retain control. The character must also make a Will save if it uses the dragonspawn's ability to fly or its breath weapon. Failure indicates that the dragonspawn spirit once more takes control.

A mystic can banish a spawn's spirit from a human host using mind blank or holy word (powerful Mentalism and Spiritualism spells, respectively). Doing so requires that the mystic use these powers in unusual ways, and a Spellcraft check against DC 30 is required for success. If the mystic drives the draconian spirit out of the dragonspawn's body it collapses, and is considered staggered for the next twenty-four hours (see page 135 of the Player's Handbook). During this period, the former dragonspawn's body slowly reverts to its original form.

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