Aurak Draconian (5e Creature)
Aurak Draconian
Medium dragon (draconian), lawful evil Armor Class 18 (natural armour)
Saving Throws Int +7, Wis +6, Cha +8 Death Frenzy. If the draconian starts its turn with 20 hit points or fewer, it bursts into green flames and enters a frenzy. It has advantage on melee attack rolls, but it can't cast spells and must use its action to make one attack with its claws, which deal an additional 3 (1d6) fire damage. Disease Immunity. The draconian is immune to all diseases. Draconic Heritage. Magic can't put the draconian to sleep. Innate Spellcasting. The draconian's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The draconian can innately cast the following spells, requiring no material components: At will: eldritch blast, greater invisibility, suggestion Inspired by Dragons. When under the command of a dragon, the draconian gets advantage on all attack rolls and saving throws. Spellcasting. The draconian is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The draconian knows the following sorcerer spells: Cantrips (at will): fire bolt, friends, mage hand, poison spray, true strike ACTIONSMultiattack. The draconian makes two attacks with its claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. Acid Breath. The draconian exhales noxious gas in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 11 (2d10) poison damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded.
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Created from the eggs of gold dragons, Auraks are the most powerful and cunning of the draconians. Soft-spoken, cold and calculating, no act of violence is too extreme for an aurak. Cruel. Auraks experience the agony of their victims as a physical pleasure. But they are not impulsive fighters—they strike only after careful planning has minimized all of the risks. Adaptable. Because of their superior intelligence, wisdom and exceptional abilities, auraks are easily adaptable to all environments, though they prefer secluded areas. Auraks live alone or in pairs; larger groups of auraks are never encountered. Auraks collect treasures as souvenirs of their kills; the value of treasure has little meaning for most auraks. Draconian Slavers. Auraks have an almost compulsive need to control and enslave others; most intelligent races, including other draconians, have learned to avoid them. There are no limits to what an aurak will eat, though they prefer pearls and small gems. Auraks will consume alcohol, but they are less interested in strong drinks than other draconians. |
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