Creatures of Krynn

Draconians


Aurak Draconians

     Auraks are the special agents of the Dragon Highlords. THey are the most powerful of all draconians and the most devious.. In natural form, Auraks appear to be 7-fot-tall, sinewy draconians with short tails and no wings.

    Auraks cannot fly, but they move as fast as other draconians on the ground. Auraks possess a limited ability to dimension door three times per day at will. Their most feared form of attack is their mind control.

Stats:

FREQUENCY: Rare
# APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 8
% IN LAIR: 10%
TREASURE TYPE: K, L, N, V
# ATTACKS: 2 or 1
DAMAGE: 1d8 + 2 (x2) or spell
SPECIAL ATTACKS: Spells & Breath
SPECIAL DEFENSES: Save at +4
MAGIC RESISTANCE: 30%
INTELLIGENCE:  Exceptional
ALIGNMENT: Lawful Evil
SIZE: M (7 ft.)
XP VALUE: 1800 + 10/hp

Additional Info:

    Auraks can dimension door up to 6" away, three times per day at will.

    The senses of Auraks are heightened so that they have infravision good to 60 feet, and can detect hidden and invisible creatures within 4". They can also see through all illusions. Auraks have several natural defenses that they can invoke at will. They can turn invisible once each turn until they attack. They can polymorph self into the shape of any animal their size, three times per day. But the most diabolical ability is to change self three times per day to resemble any human or humanoid and to perfectly imitate its voice. This effect only lasts for 2d6 +6 rounds.

    Auraks have three modes of attack. They can generate blasts of energy from each of their hands (1d8 + 2 points of damage with each), striking targets up to 6" away. When using change self, they appear to be using an appropriate weapon, but are really attacking with energy blasts. They can also attack with claws and fangs (1d4/1d4/1d6). Three times per day they can breathe a noxious cloud (five foot range). Victims caught in the cloud must roll a successful saving throw vs. breath weapon (for half damage) or suffer 20 points of  damage and be blinded for 1d4 rounds.

    Auraks can also cast two 1st- to 4th-level magic-user spells. Their preferred spells include these: enlarge, shocking grasp, ESP, stinking cloud, blink, lightning bolt, fire shield, and wall of fire.

    The Auraks' most insidious power is mind control. They can use suggestion once per turn at will, but they must concentrate. And once per day they can mind control one creature of equal or fewer hit dice for 2d6 rounds through unbroken concentration. Mind control lets the caster control the actions of the target as if it were his own body. The target must roll a successful saving throw vs. breath weapon to avoid the effect.

    When an Aurak reaches 0 hit points, it does not die, but immolates itself with eerie green flames and enters a fighting frenzy (+2 to hit and damage). Anyone attacking it suffers 1d6 points of damage each round from the flames, unless a successful saving throw vs. petrification is rolled. Six rounds later, or when the creature reaches -20 hit points, it transforms itself into a whizzing ball of lightning, striking as a 13-HD monster and causing 2d6 points of damage to those struck. Three rounds later it explodes with a thunderous boom, stunning all within 10 feet for 1d4 rounds (2d4 if underwater) and causing 3d6 points of damage to all within 10 feet (no saving throw allowed). Any items within range must sav vs. crushing blow or be destroyed.
 

Baaz Draconians

    Baaz are the smallest and most plentiful of draconians. They are the Dragon Highlords' common ground troops. At the bottom of the draconian social order, these draconians often tend to be chaotic in nature and self-serving when they can get away with it. Baaz are ofter encountered in disguise. They conceal their wings under robes and, wearing large hoods and masks, pass through civilized lands as spies.

Stats:

FREQUENCY: Uncommon
# APPEARING: 2d10
ARMOR CLASS: 4
MOVE: 6"/[15"]/18"
HIT DICE: 2
% IN LAIR: 5%
TREASURE TYPE: J, K, L, U
# ATTACKS: 2 or 1
DAMAGE: 1d4/1d4 or by weapon
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: 20%
INTELLIGENCE: Average
ALIGNMENT: Lawful Evil (Chaotic)
SIZE: M (5 1/2 ft.)
XP VALUE: 81 + 1/hp

Additional Info:

    When a Baaz reaches 0 hit points, it turns into a stone statue. The person who struck the death blow must make a successful Dexterity Check with a -3 penalty or his weapon is stuck in the statue. The statue crumbles to dust within 1d4 rounds, freeing the weapon. Its armor and weapons remain.

Bozak Draconian

    Bozaks are magic wielders and can cast spells as 4th-level magic users. They are cruel and very cunning warriors, sparing a life only when it benefits them. Their favored spells: burning hands, enlarge, magic missile, shocking gasp, invisibility, levitate, stinking cloud, and web.

Stats:

FREQUENCY: Uncommon
# APPEARING: 2d10
ARMOR CLASS: 2
MOVE: 6"/[15"]/18"
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: U
# ATTACKS: 2 or 1
DAMAGE: 1d4/1d4 or by weapon
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Save at +2
MAGIC RESISTANCE: 20%
INTELLIGENCE: High
ALIGNMENT: Lawful Evil
SIZE: M (6 ft. +)
XP VALUE: 175 + 4/hp

Additional Info:

    When a bozak reaches 0 hit points, its scaly flesh shrivels and crumbles from its bones in a cloud of dust. Then the bones explode, causing 1d6 points of damage to all within 10 feet (no saving throw).
 

Kapak Draconians

    Kapaks are distinguished by theirvenemous saliva. They often lick their weapons before attacking.

    Kapaks are larger than Baaz and often bully and abuse their smaller cousins. Because of the kapak's venomous nature, the Dragon Highlords employ these draconians as assassins as well as warriors. Kapaks are sly and conniving, seeking to lure their prey into traps and tripping foes to gain an advantage.

Stats:

FREQUENCY: Uncommon
# APPEARING: 2d10
ARMOR CLASS: 4
MOVE: 6"/[15"]/18"
HIT DICE: 3
% IN LAIR: 15%
TREASURE TYPE: K, L, M
# ATTACKS: 1
DAMAGE: 1d4
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Acid Pool
MAGIC RESISTANCE: 20%
INTELLIGENCE: Average
ALIGNMENT: Lawful Evil
SIZE: M (6 ft.)
XP VALUE: 105 + 3/hp

Additional Info:

    The paralysis induced by a Kapak's poison lasts for 2d6 turns if the victim fails his saving throw vs. poison. Weapons licked with poison remain poisoned for only three rounds.

    When a Kapak reaches 0 hit points, its body instantly dissolves into a 10-ffoot-wide pool of acid. All within the acid pool take 1d8 points of damage each round they remain there. The acid evaporates in 1d6 rounds. All items possessed by the Kapak are useless thereafter.
 

Sivak Draconians

    Sivaks are some of the most powerful draconians, second only to the Auraks. They are useful both on the battlefield and as advance infiltrators in areas such as Ergoth or western Solamnia where people are suspicious of the robed Baaz. Sivaks normally attack with two wicked-edged swords, but are just as dangerous with their claws. In addition, they attack with long, armored tails. They can only use this attack when in draconian form.

    Sivaks are shapeshifters, capable of changing their form under two specific conditions. When a Sivak slays a humanoid of its size or smaller, it may take on the form of its victim. The Sivak does not gain the memories, experiences, or spell use of the victim and, like all draconians, radiates magic, but its appearance and voice are exact matches to those of its victim. The Sivak can change back to its normal form, but after doing so cannot polymorph again until it kills another humanoid. A Sivak will also change shape when it is slain-it assumes the form of the creature that killed it. This death-shape lasts for three days, then the entire body decomposes into blac soot.

Stats:

FREQUENCY: Uncommon
# APPEARING: 2d10
ARMOR CLASS: 1
MOVE: 6"/[15"]/18"
HIT DICE: 6
% IN LAIR: 10%
TREASURE TYPE: Q
# ATTACKS: 3
DAMAGE: 1d6/1d6/2d6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: +2 on Saves
MAGIC RESISTANCE: 20%
INTELLIGENCE: High
ALIGNMENT: Neutral Evil
SIZE: L (9 ft.)
XP VALUE: 350 + 6/hp

Additional Info:

    Sivaks who are killed by creatures larger than themselves will burst into flames, causing 2d4 points of damage to all within 10 feet (no saving throw), rather than change form.
 

Dreamshadows

    Dreamshadows are the creations of a mindspin spell. Dreamshadows will take the shape and appearance of any real person or creature known to the dreamer or to anyone experiencing the dream. These incarnations are quite believable and in all ways appear to be the real person. Dreamshadows are, however, only illusionary and cause only illusionary damage.

    Dreamshadows can be of any alignment and can be either harmful or helpful to those who experience them.

Stats:

% IN LAIR: 100%
TREASURE TYPE: As for person mimicked but illusionary
DAMAGE: As for person mimicked but illusionary
MAGIC RESISTANCE: By dream level of the mindspin: Normal/ 10%/ 20%
INTELLIGENCE: As the dreamer
XP VALUE: As creature mimicked + 10%

Additional Info:

    All other statistics for this creature are the same as those of the person or creature being mimicked.
 

Dreamwraiths

    Dreamwraiths are the violent creations of the subconcious. These creatures can appear in many forms, almost always horrible and frightening. Freed through the evil influences of a mindspin spell, they attack the minds of their victims through illusion.

    Dreamwraiths attack with terrible swiftness and with the fury of a berserk fanatic.

    Dreamwraiths are no undead and therefore cannot be turned by clerics. They are illusionary, however, and if their illusion is discovered, their blows do no harm to the nonbeliever. Because the mindspin spell weaves real people into its illusion, maintaining disbelief in these creatures is nearly immposible (-5 penalty to the check).

Stats:

FREQUENCY: Very Rare
# APPEARING: 1-400
ARMOR CLASS: 3
MOVE: Variable
HIT DICE: 8
% IN LAIR: 100%
TREASURE TYPE: Nil
# ATTACKS: 1
DAMAGE: 1d10 (illusionary)
SPECIAL ATTACKS: Illusionary Weapons
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: By dream level of mind spin: Normal/ 10%/ 20%
INTELLIGENCE: Of the person dreaming
ALIGNMENT: Chaotic Evil
SIZE: Variable
XP VALUE: Variable

Additional Info:

    Dreamwraiths gain a +1 bonus to every initiative check. Checks for disbelief must be made seperately for each group of dreamwraiths encountered.
 

Fetch

    Fetch are the harbingers of death. Existing on the fringes of the Abyss, these creatures can only reach into our world through reflective surfaces (mirrors, calm pools, etc.).

    A fetch appears to be a haggard and deathly pale imitation of the person gazing into the surface. To the person gazing at their reflection, the fetch appers to be standing immediately behind them. A fetch attacks with stunning speed, using an exact replica of the weapon of its victim (this replica disappears if the fetch is killed).

    Fetch are always invisible, even while attacking, to all but their victim. The victim can only see the fetch by looking into the reflective surface.

    The chilling touch of a fetch drains the essence of life from the victim with horrific speed.

Stats:

FREQUENCY: Very Rare
# APPEARING: 1
ARMOR CLASS: 4
MOVE: 6"
HIT DICE: 9
% IN LAIR: 100%
TREASURE TYPE: Nil
# ATTACKS: 2
DAMAGE: Special
SPECIAL ATTACKS: Drains 2 levels per hit
SPECIAL DEFENSES: Invisible except to victim
MAGIC RESISTANCE: Normal
INTELLIGENCE: High
ALIGNMENT: Chaotic Evil
SIZE: M
XP VALUE: 650 + 10/hp

Additional Info:

    A fetch attacks twice per melee round. The victim can only see the fetch by looking into the reflective surface. Thus the victim suffers a penalty of -2 to hit and +2 to their AC. All others suffer a -4 penalty to hit the invisible fetch.
 

Ice Bears

    These great white bars are carnivores whose diet consists mainly of fish. Any other prey that stumbles into an ice bear's path is likely to be consumed as well, however. While their color is that of a polar bear, ice bears more closely resemble cave bears in size and ferocity.

    Ice bears have an uncanny ability to track prey over snow and ice, and the thanoi use them for this purpose, sharing the reward, if any, with the bears.

Stats:

FREQUENCY: Uncommon
# APPEARING:  1d4
ARMOR CLASS:  6
MOVE: 12"
HIT DICE:  6 + 2
% IN LAIR:  Nil
TREASURE TYPE: Nil
# ATTACKS: 3 (claw/claw/bite)
DAMAGE:  1d8/1d8/2d8
SPECIAL ATTACKS:  Hugs for 2d6 if both claws hit
SPECIAL DEFENSES:  Immune to cold
MAGIC RESISTANCE:  Standard
INTELLIGENCE: Semi-intelligent
ALIGNMENT:  Standard
SIZE: L (12 + feet)
XP VALUE:  475 + 8/hp

Additional Info:

    If no new snow has fallen since a track was made, an ice bear has a 100% chance to follow a trail one day old or less. For each day since the trail was made, subtract 10%. Subtract 10% for every inch of snow that has fallen. A 1d100 roll must be made once per day - if successful the ice bear can follow the trail for the entire day, otherwise the trail is lost forever.
 

Bloodsea Minotaurs

    Minotaurs on Krynn are a highly organized warrior race that operates from bases on the islands of Mithas and Kothas on the eastern borders of the Bloodsea. THe minotaurs believe themselves top be superior to the other races of Krynn - it is their destiny to conquer and enslave the world. Minotaurs of Krynn will ally with adventurers if they can be convinced that this serves their own purposes.

Stats:

FREQUENCY:  Rare
# APPEARING:  1d8
ARMOR CLASS:  4
MOVE: 12"
HIT DICE:  8 + 4
% IN LAIR:  10% (80% on home isles)
TREASURE TYPE:  C
# ATTACKS: 2
DAMAGE:  2d4 or by weapon type
SPECIAL ATTACKS:  Nil
SPECIAL DEFENSES:  Surprised only on a 1
MAGIC RESISTANCE:  Standard
INTELLIGENCE: High
ALIGNMENT:  Lawful Evil
SIZE: L
XP VALUE: 600 + 12/hp
 

Shadowpeople

    The shadowpeople are a race of mammals that has dwelled in Sanction since the city was founded, centuries before the Cataclysm. Their existance has always been rumored, but never proven to the satisfaction of scholars.

    Shadowpeople dwell almost exclusively underground and suffer greatly in the light of the sun. Under an overcast sky (the usual weather conditions in Sanction), they can operate but do so in great pain. This pain is even more extreme when in direct sunlight.

    The shadowpeople's bodies are covered with dark, smooth fur. A long, stretchable membrane connects their arms to their flanks. The membrane enables the shadowpeople to glide through the air, covering 10 feet of ground for every foot they drop. Under certain thermal air conditions, this allows them to soar and gain height as they fly.

    Shadowpeople have a close, clannish culture. The young are cared for by whatever adults happen to be nearby. The adults are divided into two classes: warrior and councillors. The warriors patrol the race's underground tunnel network and defend the clan against intrusion. The councillors meet regularly to educate the young and make decisions about the survival of the race.

    Shadowpeople can communicate via a set of squeaks and growls that forms a primitive language, but they are much more likely to use their advanced ESP abilities to send and receive messages. This ESP accounts for the shadowpeople's low Armor Class. In combat they are able to anticipate the actions of their enemies and take measures to defend against it. They cannot be surprised by any sentinent creature.

    In combat each shadow warrior employs a wickedly curved hook to both attack and restrain opponents. Once an enemy has been impaled by the hook of a shadow warrior, the enemy's attacks are hampered and he continues to take damage from the hook.

Stats:

FREQUENCY:  Rare
# APPEARING:  2d20
ARMOR CLASS:  2
MOVE: 12"/18"
HIT DICE:  3 + 1
% IN LAIR:  100%
TREASURE TYPE: Nil
# ATTACKS: 1
DAMAGE:  1d8
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES:  See Below
MAGIC RESISTANCE:  Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral (good)
SIZE: M
XP VALUE: 85 + 4/hp

Additional Info:

    Shadowpeople suffer a -2 penalty to all hit rolls under overcast skies. The penalty is increased to -4 in bright sunlight. They can glide 10 times the distance they launch themselves from. Any character who is successfully struck by the hook of a shadow warrior will suffer a -2 penalty on all to hit rolls and sustains an additional 1d8 of damage every round until one or the other combatants is dead or the fight ends.
 

Spectral Minions

Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Even in death, spectral minions are bound to the vows or quests placed upon them when they werealive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows or quests.
 
 
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