The Dragonlance Nexus

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Proto-Draconic Creature

D&D 3e (3.0/3.5) Rules

by Clive Squire


Proto-Draconic Creature

Proto-draconic creatures are an early attempt to create the perfect minions for the forces of the Queen of Darkness. Created by the infusion of foul magics on a creature, these creatures are the precursory first steps taken in the effort to create what would be come the draconians of the Age of Darkness.

Sample Proto-Draconic Creature

This short creature has glowing, crimson scales cover the parts of his body that you can see from beneath the heavy, dark robes. Strange draconic eyes look out from beneath a cowl. Red taloned hands hold a strange looking crossbow with its bolt pointing menacingly at your chest.

This example uses a 4HD Theiwar dwarf wizard as the base creature.

Zagreb (CR 9)
Male Proto-Draconic Theiwar (Red) Wizard 4
NE Medium Dragon (dwarf)
Patron: Nuitari
Initiative: +2; Senses: Darkvision 120ft; Spot +2, Listen +3
Languages: Common, Dwarf, Magius
Age 65; Weight 136 lbs; Height 3ft. 6in.
AC: 22 (+2 Dexterity, +4 mage armour, +6 natural), 16 touch, 20 flat-footed; +4 dodge vs. giants
HP 26 (4HD); SR 14
Resist fire 10
Fort: +6; Ref: +3; Will: +6; +2 vs. Poison, Spells & Spell-like Effects
Speed: 30ft; fly 60ft (poor)
Melee: Acid dart +5 (1d4+4 plus 1d6 acid, x2) or bite +4 (1d4+4) and 2 claws –1 (1d4+2)
Ranged: +1 repeating crossbow +5 (1d10, 19 – 20 x2, 120ft) or acid dart +4 (1d4 plus 1d6 acid, x2, 20ft)
Base Attack: +2; Grapple: +6; +4 vs. Bull Rush & Trip
Attack Options: +1 to hit goblinoids, breath weapon, spells
Combat Gear: scroll of fly (CL 5th), scroll of summon monster VIII, temporal stasis (DC 22) and mirage arcana (DC 17, CL 15th), potion of misdirection
Wizard Spells Prepared: (CL 3rd; +6 melee touch, +4 ranged touch) * already cast.
  2nd – scorching ray, shocking spark
  1st – mage armour*, magic missile (3)
  0 – detect magic (2), light, read magic
Spellbook: Prepared spells plus 0: acid splash, arcane mark, dancing lights, daze, detect poison, disrupt undead, flare, ghost sound, mage hand, mending, message, open/close, prestidigitation, resistance, touch of fatigue; 1st: endure elements, erase, historic vision, identify
Abilities: Str 18, Dex 15, Con 21, Int 13, Wis 14, Cha 10
Special Qualities: Dark dwarf traits, summon familiar (none)
Feats: Brew Potion, Craft Wondrous Item, Exotic Weapon Proficiency (repeating crossbow), Run(B), Scribe Scroll(B).
Skills: Concentration +9, Decipher Script +5, Craft (glassblowing) +2, Knowledge (arcana) +8, Spellcraft +9.
Traits & Flaws: Absentminded (+1 on all Knowledge skills; –1 Spot & Listen), Quick (+10ft speed; –1 hp/level); Frail (–1 hp/level)
Possessions: +1 repeating crossbow (12 lbs), backpack (2 lbs), bedroll (5 lbs), belt pouch (1/2 lbs), spell component pouch (2 lbs), scroll case (2, 1 lbs), flint & steel, ink & pen, blasting pellets (2 lbs), acid darts (5, 2-1/5 lbs), alchemist's acid (2pts, 2 lbs), repeater crossbow cartridges (5, 5 lbs), metal spellbook (hardness 4, 3 hp, 4 lbs), dragonhide spellbook (hardness 7, 6 hp, 7 lbs), magnifying glass, tinder twigs (50), waterskin (4 lbs), paper (10)

Breath Weapon Cone of Fire 30ft, 3d8, Reflex DC 17
Dragon Inspiration (Ex): Zagreb gains a morale bonus to all attack rolls and saves when within 100 feet of a red dragon.

Creating a Proto-Draconic Creature

'Proto-draconic creature' is an inherited template that can be added to any corporeal humanoid or monstrous humanoid (hereafter referred to as the base creature). A draconic creature uses all the abilities and special qualities of the base creature, except as noted here.

Size & Type: The size of the base creature remains unchanged. Change the base creature's type to dragon. The base creature retains any subtypes he may have.
Hit Dice: The Hit Dice of the base creature remain unchanged, the base creatures hit points increase through the increase to the base creatures Constitution bonus (see below).
Speed: The base creature's land base speed remains unchanged. Proto-draconic creatures created from blue, red, or silver dragon scales also gain a fly speed of 60 feet (poor).
Armour Class: Depending on the type of scale used depends on the natural armour bonus the base creature gains, as follows:

  • Black/Bronze: +8.
  • Blue/Silver: +4.
  • Brass/White: +3.
  • Copper/Green: +2.
  • Gold/Red: +6.

Base Attack Bonus: The base attack bonus of the base creature remains unchanged.
Attacks: The base creature gains a bite attack, which deals 1d4 points of damage plus the base creature's Strength modifier, or the base creature's normal bite damage, whichever is better.
   The base creature also gains a claw attack, which deals 1d4 points of damage plus the base creature's Strength modifier, or the base creature's normal claw damage, whichever is better. The base creature can make two claw attacks in a round but suffers the normal penalty of –5 to the attack roll.

Special Attacks: The base creature gains a breath weapon that is identical to that of the dragon whose scale was used in its creation. The base creature's breath weapon can be used once every 1d4 rounds and has a Reflex DC of 10 + 1/2 the base creature's HD + the base creature's Constitution modifier, with a successful save for reducing the damage by half. The breath weapon are as follows:

  • Black/Copper/Green: 30 feet line of acid, 3d8 acid damage.
  • Blue/Bronze: 60 feet line of electricity.
  • Brass/Gold/Red: 30 feet cone of fire, 3d8 fire damage.
  • Silver/White: 30 feet cone of cold, 3d8 cold damage.

Special Qualities: The base creature gains a number of special qualities, depending on the type of dragon scale used, as follows.

Dragon Inspiration (Ex): The base creature gains a morale bonus to all attack rolls and saves when within 100 feet of a dragon whose scale was used in its' creation.
Energy Resistance (Ex): The base creature gains energy resistance 10 to a specific type of energy, depending on the type of dragon scale that was used in its creation, as follows:

  • Black/Copper/Green: Acid.
  • Blue/Bronze: Electricity.
  • Brass/Gold/Red: Fire.
  • Silver/White: Cold.

Spell Resistance (Ex): The base creature gains spell resistance, at a base (as noted below) plus the creature's Hit Dice (to a maximum of 25):

  • Brass/White: 6.
  • Black/Copper: 9.
  • Bronze/Green/Blue/Silver: 10.
  • Gold/Red: 12.

Saving Throws: The base creature's saving throws remain unchanged.

Abilities: The base creature gains the following changes to his abilities, depending on the type of dragon scale used:

  • Black: +2 Dex, –2 Wis, +2 Cha.
  • Blue: +4 Str, +4 Con, +2 Wis, +2 Cha.
  • Brass: +2 Con, –2 Int, –2 Wis.
  • Bronze: +2 Str, +2 Int, +2 Cha.
  • Copper: +2 Dex, +2 Con, –2 Int, –2 Wis.
  • Gold: +2 Dex, +4 Int, +4 Cha.
  • Green: +2 Str, +2 Int, +2 Wis.
  • Red: +4 Str, +2 Dex, +2 Con.
  • Silver: +6 Str, +4 Con.
  • White: +2 Str, +2 Con, –2 Int, -2 Wis.

Skills & Feats: All proto-draconic creatures gain the Run feat as a bonus feat. The skills of the base creature remain unchanged, except as noted below:

·
  • Copper: The copper proto-draconic creature gains a +4 racial bonus on Move Silently skill checks.

Environment: As base creature.

Organisation: As base creature.

Challenge Rating: As base creature, except as follows:

  • Black/Blue/Bronze/Copper/Green/Silver: +2.
  • Gold/Red: +5.
  • Brass/White: +1.

Treasure: As base creature.

Alignment: As base creature.

Advancement: As base creature.

Level Adjustment: As base creature, adjusted as follows:

  • Black/Copper: +2.
  • Blue/Gold/Silver: +4.
  • Brass/White: +1.
  • Bronze/Green/Red: +3.

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