Draconian Mage Species in The True Dark Ages | World Anvil

Draconian Mage

Draconian Mage CR: 2

Medium monstrosity, any
Armor Class: 15 (natural armour)
Hit Points: 40 9d8
Speed: 30 ft

STR

14 +2

DEX

10 +0

CON

11 +0

INT

11 +0

WIS

10 +0

CHA

14 +2

Saving Throws: Int +2, Wis +2, Cha +4
Senses: Darkvision 60 ft, passive Perception 10
Languages: Common, Draconic
Challenge Rating: 2

The draconian casts one of the following spells, requiring no material components, and using Charisma as the spellcasting ability (spell save DC12).

1/day: Enlarge/Reduce, Invisibility, Stinking Cloud


Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 2d8 force damage.   Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Trident or Necrotic Ray attacks.   Trident. Melee or Ranged Weapon Attack +4 to hit, reach 5 ft, or range 20/60 ft, one target. Hit 5 1d6+2 piercing damage, or 6n 1d8+2 piercing damage if used with two hands to make a melee attack.   Necrotic Ray. Ranged Spell Attack +4 to hit, range 60 ft, one target. Hit 10 3d6 necrotic damage.

Draconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe across the battlefield or aid their allies' incursions and attacks. They have wings that help them glide during a fall. When draconian mages die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions.

Suggested Environments

Anywhere the draconian foot soldiers are sent.


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