Sivak Draconian (5e Creature)

Sivak Draconian

Large dragon (draconian), lawful evil


Armor Class 16 (half plate)
Hit Points 123 (13d10 + 52)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 12 (+1) 12 (+1) 12 (+1)

Skills Deception +4, Intimidation +4, Perception +4
Condition Immunities paralyzed
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 6 (2,300 XP)


Chameleon Skin (Draconian Form Only). The draconian has advantage on Dexterity (Stealth) checks made to hide.

Death Throes. When the draconian dies, its body changes shape to match that of the being that killed it. The body remains in this form for three days before it disintegrates into black soot. If the draconian's slayer was larger than it was, or not a humanoid, it instead bursts into flames. All creatures within 10 feet of the draconian must make a DC 13 Dexterity saving throw, taking 10 (4d4) fire damage on a failed save, or half as much damage on a successful one.

Disease Immunity. The draconian is immune to all diseases.

Draconic Heritage. Magic can't put the draconian to sleep.

Inspired by Dragons. When under the command of a dragon, the draconian has advantage on all attack rolls and saving throws.

ACTIONS

Multiattack. The draconian makes three attacks: one with its bite and two with its claws. Alternatively, it makes one attack with its bite and one with its greatsword. Instead of making a bite attack, it can make one attack with its tail.

Bite (Draconian Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage.

Claw (Draconian Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage, or 11 (2d6 + 4) slashing damage in Small or Medium form.

Tail (Draconian Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage and if the target is Large or smaller, it must make a DC 14 Strength saving throw. On a failed save, the target is knocked prone.

Change Shape. The draconian magically polymorphs into a Small or Medium humanoid or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its greatsword, which shrinks so that it can be wielded in humanoid form. If the draconian dies, it reverts to its true form, and its greatsword reverts to its normal size.


Sivak are brutal, shapechanging draconians that are created from the eggs of silver dragons. They are among the most powerful draconians, second only to auraks. Sivaks have gleaming silver scales and black eyes. Topping nine feet in height, they are the largest draconian race. They emit a mild odor that smells like hot metal and smoke. Sivaks seldom wear armor, but they sometimes wear flowing capes and decorative metal bands around their arms, legs, necks, and tails.
Sivaks can run and glide like most other draconian races, but they are unique in their ability to fly. They are extremely agile in the air, as maneuverable as dragons and nearly as fast.

Sly Shapechangers. Sivaks use their shapechanging ability to explore or spy in lands hostile to draconians. A shapechanged sivak can penetrate deep into an enemy stronghold, or it can secretly observe humanoid enemies. A shapechanged sivak can kidnap an opponent, destroy him, then shapechange to the form of this victim.

Dragon Bandits. Sivak bands usually can be found in secluded mountain caves. Sivaks are not particularly ambitious. They make decisions by consensus and spend most of their time waylaying travelers. They enjoy all types of gambling, wagering money, food, alcohol, or prisoners on endless card and dice games. They welcome any opportunity to steal magical items and are also fond of gems and jewelry.

Distrustful Draconians. Sivaks are distrustful of other draconian races and generally avoid them. They sometimes ally with a powerful aurak leader or join with a band of kapaks. Sivaks are tend of strong drink, but like the baaz, alcohol has no significant effect on their ability to fight. Sivaks can eat virtually anything, and have a special fondness for elven flesh.


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