D&D 3e (3.0/3.5) Rules
by Clive Squire
This creature looks, at first glance, to be a large bat. It is shaped much like a miniature dragon, with four spindly legs and a long, sinuous neck. It is covered in fine, grey fur. Sprouting from its back is a pair of leathery, bat-like wings. Its face is blunted and has large, black eyes. The creature's fore claws have an opposable thumb, making them look strangely human-like.
The kodragon is an extremely rare planar dragon, normally found flitting from plane to plane. The kodragon often works as emissaries for various planar creatures, including a fabled clan of gold dragons said to dwell on a demi-plane deep within the Abyss, that has been created to mirror Krynn.
Many kodragons have entered the service of Gilean, helping the Grey Sage document events that are happening on distant planes far from Krynn. All kodragons have a love for knowledge and art, quickly producing a strange tablet and stylus to record any interesting new piece of information or work of art.
The strangest thing about the kodragon is that, although it is a true dragon, the kodragon does not lay eggs, like other dragons. Instead, the kodragon gives birth to live young, which they tend to in a special pouch on their stomachs, in much the same way that marsupials do.
Due to the Kodragons extremely inquisitive and talkative natures, many outsiders treat the kodragons like the races of Krynn treat kender.
Kodragons don't tend to enter combat readily. If they become cornered or angered or if they are protecting wyrmlings do they lash out, using their claws and bite to weaken an opponent.
The kodragons main strategy is to remain aloft, using it's breath weapon to reduce as many targets are possible. The kodragon uses its size to great effect against creatures that are bigger than it, darting about the creature.
Master of the Air (Ex): The kodragon gains a +1 to attack and to damage when attacking creatures that are on the ground.
Breath Weapon (Su): A kodragon has two types of breath weapon. The first is a cone of shrinking gas. Creatures caught within the cone must succeed a Fortitude save or be affected as if they had reduce person cast on them. A successful save negated the effects of the gas. Those affected by the shrinking gas remain that size for 1 minute per the kodragon's Hit Dice or until the kodragon uses it's second breath weapon, a cone of enlargement gas. The kodragon's enlargement gas only affects creatures that have been affected by the kodragon's shrinking gas or are under the effects of the reduce person spell. The saving throw is Constitution-based.
Alternate Form (Su): A kodragon can assume the form of a small humanoid creature (usually a kender) as a standard action three times per day when it reaches adult age. This functions as a polymorph spell cast on itself at a caster level equal to its Hit Dice, except that the kodragon does not regain hit points for changing form and can only assume a humanoid creature of small size. The kodragon can remain in its humanoid guise until it chooses to assume a new one or return to its natural form.
Spell-Like Abilities: 3/day--dimension door (very young or older); At will--teleport (young adult or older), plane shift (mature adult or older).
Pouch (Su): Kodragons have a pouch (normally used to keep their infants safe) in the stomachs. When not being used for their offspring, this pouch acts like a bag of holding.
Spellcasting: Like other dragons, the kodragon can cast arcane spells as a sorcerer of the level indicated. Unlike other dragons though, the kodragon can only learn spells from the Abjuration or Divination schools. The kodragon gains addition bonus spells for a high Charisma as normal. Kodragons can cast any Abjuration or Divination spell from the cleric spell list as well as from the Knowledge or Protection domains.
Skills: Appraise, Decipher Script, Disguise, Gather Information and Profession (scribe) are all considered class skills for the kodragon.
Losserach, Tiny Young Adult Kodragon (extraplanar)
Breath Weapon (Su): 15 ft. cone of shrinking/enlarging gas, Fort DC 17.
Master of the Air (Ex): +1 to attack and damage creatures on the ground.
Pouch (Su): Pouch acts like a bag of holding type I.
Spell-like Abilities: 3/day - dimension door; at will - teleport.
Spells Known: (5/4); +9 melee touch, +12 ranged touch; spell DC 13 + spell level.
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