The Dragonlance Nexus

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Draconian, Sesk

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-sized Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (+1 Dex, +3 natural)
Attacks: 2 claws +2 melee; or light crossbow +2 ranged; or short sword +1 melee
Damage: Claws 1d4-1; light crossbow 1d8; short sword 1d6-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., death throe, disease immunity, low metabolism
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 9, Dex 10, Con 11, Int 14, Wis 11, Cha 12
Skills: Craft (trapmaking) +7, Hide +3, Listen +3, Move Silently +5, Search +5, Spot +3, Swim +2, Wilderness Lore +5
Feats: Point Blank Shot, Track, Weapon Focus (claws)
Climate/Terrain: Temperate hills or forest
Organisation: Solitary, hunting party (2-12) or tribe (20-80 sesk, plus one 4th-level ranger chieftain)
Challenge Rating: ½
Treasure: Standard goods; no coins; standard items
Alignment: Often neutral evil
Advancement: By character class

Sesk draconians are somewhat shorter than others of their kind, only four to five feet in height, and stand with a hunched posture as if favouring a cramped limb. Their bodies are twisted and appear to be out of proportion to their general build. A reptilian jaw and brow, vestigial tail, and silver-hued scales hint at the origin of these malformed draconians.

The sesk were one of the experiments in draconian creation that the goddess Erestem (the Queen of Darkness) abandoned early in the Fourth Age. Created from the eggs of silver dragons, their master found the sesk smarter than the traag, with a cleverness and cunning far beyond that of the other draconians. Yet their bodies were oddly twisted, as if silver dragon blood rebelled at this unwarranted abuse. The sesk were incapable of fighting as well as Erestem had hoped, and proved far too creative and questioning of authority to swiftly and unquestionably follow orders.

Combat

Sesk draconians are poor fighters, hampered not so much by will as by the physical limitations of their misshapen bodies. When combat is inevitable, they prefer to attack from ambush or places of concealment, employing missile weapons that give them an advantage while keeping them out of melee range.

Sesk avoid combat whenever possible, relying on cunning and treachery to achieve their ends instead. They are accomplished builders of snares and traps, and prefer to catch their prey with stealth rather than an outright attack.

Death Throes: On the round that a sesk reaches 0 or fewer hit points, its body instantly shrinks in upon itself, dehydrating and turning to a fine silvery dust in a single round. Items carried by the sesk are unaffected.

Disease Immunity (Ex): Sesk are immune to all natural diseases.

Low Metabolism (Ex): Sesk can survive on one-tenth the food and water it takes to sustain a human.

Sesk Society

Sesk live in villages organised loosely along tribal lines in the wilderness of the Conquered Lands and the Steamwall ranges. They often trade foodstuffs with the Steamwall Mountains hurdu and hobgoblins, but are self-sufficient in the wilderness. As long as it is freshly killed, sesk are not picky about the flesh they eat, and will consume anything from field mice to humans when hungry. When fed until full, a sesk hunter can then go for days without eating. Sesk move into an area, stay for one or more days trapping food, and then travel without stopping while fuelled by their bodies' reserves.

Sesk Characters

A sesk's favoured class is ranger, and sesk leaders tend to be rangers or ranger/sorcerers. Sesk sorcerers favour divination and illusion spells.

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