Salamander
Salamander
Draconian
Dragonlance History: Dragonlance created race.     Aurak     Sivak     Bozak      Kapak     Baaz click for music
Created in 342 AC through dark magic that corrupted the eggs of Good Dragons, came Draconians...
The eggs were stolen from the Metallic Dragons and used to bribe them  to stay out of the upcoming war. The Dragons had no choice and left the armies of good in the battle. The forces of evil had no intention of returning the eggs and had other plans for them. They twisted the eggs into reptilian beings to serve Takhisis and her cause. This creation was discovered by Gilthanas and Silvara during the war of the lance. They witnessed the creation of the Draconians.
This new race was created by great evil magic possibly augmented by Takhisis herself. The wizard
Dracart, the cleric Wyrllish and the Red Dragon Harkiel combined their magicks to cast the spell which tainted the eggs and twisted the dragon embryo's inside into humanoid-reptilian forms.
The offspring shared some similarities physically from each metallic embryo they were made from.
Auraks were born of Gold Dragon eggs, Sivaks of Silver, Bozak of Bronze, Baaz of Brass and Kapak of Copper. Since Dragons are magic creatures so too are the Draconians, but only a mere reflection of their possible pure self. 
Draconian Ablilities: all draconians possess the following extraordinary abilities
near immortality, possibly grow as old as Dragons
immune to many diseases
need little food and water to survive
all Drac's suffer Dragon Awe within 120' and gain +1 to morale and attacks
glide: to a distance 4 times height leapt from (except Aurak)
Aurak
The most powerful and rarest of Draconians are the Auraks. Created from Gold Dragon eggs, they inherited some of the Gold Dragon's magical power, as shown below. Their scales may range from bright to dull golden, on the back on their head spines jut out. An Aurak's eyes may be red, green or black. Unlike other Draconians they have shorter tails and no wings and therefore cannot fly. Also they do not especially like to drown themselves in ale as their brethren do but prefer to be alone. They adorn few garments as their scales provide ample protection to most things. Like Gold Dragons they can and will eat anything, but have a fondness for consuming gems and pearls. Auraks were not troops in the Dragon Army's front line, but were special operation soldiers.

Physical:
Height:  6'0" - 7'0"
Weight:  160 lbs - 210 lbs
Face and Reach:  5' x 5' / 5'
Medium Sized Dragon
Death Sequence [ex]:
Upon reaching 0 hitpoints, Auraks burst into green flames and become berserker like (+2 to hit and damage). Anything within 3' of the Aurak suffers 1d6 points of flame damage per round; may save vs magical fire. Items carried by the Aurak must also save vs magical fire. After 6 rounds or 20 points of damage to the Aurak; which ever comes first, the Aurak transforms into a ball of green lightning. It attacks all within 10'; with a 2d6 attack. Three rounds later the Aurak explodes, causing 3d6points of damage and stunning (1d4 rds) those within 10'. Items that saved successfully vs magical fire must save vs lightning and then again. Resurrection will not work beyond this point.
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+4 Strength Bonus
+4 Constitution Penalty
+4 Intelligence Bonus

+2 Wisdom Bonus



Racial Features:
Natural AC:
20 (+10 natural)
Speed:
20'
Spell Resistance:
20
Save Bonuses:
Fort +2  Ref +0  Will +4
Hit Dice: 4d8 + Con modifier  x 4, then by class.
Starting Level: Begin at character level 12 then add class.
Advancement: By character class.
- Base Attack +4.
- Low Light Vision and Darkvision 60'.
- Multiattack.
-
Claws 1d4 + Str bonus.
-
Fang 1d6 + one third Str bonus.
- +2 to Spellcraft checks.
-
Dimension door; 3x/day [sp].
-
Detect invisible/hidden creatures at will [sp].
-
Invisible at will [sp].
-
Polymorph self [sp] into any animal of equal size as Aurak; lasts indefinitely.
-
Change self [sp] into a humanoid seen, gaining voice and appearance of target only; lasts 2d6+6 rounds.
- Immune to illusions.

-
Generate energy bursts from hands [sp] at will striking targets within 6' doing 1d8+2 per hand; hands cannot be holding an object and casting requiring a "somatic" component cannot be done.
-
Breath weapon [su], 5' cloud of noxious gas, doing 2d10 damage and blinds for 1d4 rounds (save vs blindness); this can be done 3x/day.
Initial Languages:
Common and Draconic.
Alignment:
Usually Chaotic Evil.
Favored Class:
Sorcerer.
Advanced D&D 2nd Edition
Ability Scores:
Strength:
3/12
Dexterity:
6/13
Constitution:
7/13
Intelligence:
11/19 (+2 bonus)
Wisdom:
3/18
Charisma:
3/18

Racial Features:
Natural AC:
0
Movement Rate:
12
Magical Resistance:
30%
Initial hit point bonus:
+8
Save bonuses:
+4 to all
Claw/Fang: 1d4/1d6

-
dimension door, up to 60 yard away; 3x/day
-
detect invisible/hidden creatures within 40 yards; at will
-
see through illusions; at will
-
invisible; at will once per turn
-
polymorph self into any animal of equal size as Aurak; lasts indefinitely
-
change self into a humanoid seen, gaining voice and appearance of target only; lasts 2d6+6 rounds
-
generate energy bursts from hands at will striking targets within 6' doing 1d8+2 per hand; hands cannot be holding an object and casting requiring a "somatic" component cannot be done
-
breath weapon, 5' cloud of noxious gas, doing 2d10 damage and blinds for 1d4 rounds (save vs blindness); this can be done 3x/day
-
suggestion; at will once per turn
-
mind control, gives Aurak control of target for 2d6 rounds (save vs spell); done 1x/day

Thieving Adjustments:
-
+0% to all

Classes and Max Level: 
optional method of unlimited level advancement is highly recommended
Cleric = 6, Fighter = 5, Mage = 15, Thief = 13; may multi class as Fighter/Mage, Fighter Thief



Sivak
The largest and strongest of the Draconians were born of Silver Dragon eggs. Sivaks can grow to be immense beings with great strength. Their size in no way spells low intellect like it does with Ogres, for Sivaks are very cunning. A Sivaks unique shape shifting ability can lead to devastating results within an enemies camp, for example after killing someone and then another the Sivak can massacre many foes unsuspectingly. The Sivak is also the only Draconian that can truly fly, and so well that it is as manuverable as a Dragon; but not as fast. Sivaks don't wear much for clothing, they may wear a cape and usually metal bands around their limbs and tail for decoration. During the war of the lance, these draconians were the elite shook troops for the Dragon Armies.

Physical:
Height: 7'0" - 9'0"
Weight: 310 lbs - 550 lbs
Face and Reach: 5' x 5' / 5'  or 5' x 5' / 5
Medium/Large Dragon

Death Sequence [ex]:
Upon reaching 0 hitpoints, two events may take place. If the slayer of the Sivak is larger than the Sivak or not humanoid then it explodes into flames causing 2d4 damage within 10' (no save). Resurrection is not possible after this. If the slayer was a humanoid of equal size or smaller, then the Sivak takes the form it its slayer; this death shape lasts for 3 days, after which it decomposes into black soot. Resurrection is possible while the Sivak is in this death shape.
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+10 Strength Bonus
-2 Dexterity Penalty
+6 Constitution Bonus
-2 Wisdom Penalty



Racial Features:
Natural AC:
19 / 18 (+9 natural, if large -1 size)
Speed:
20', running-glide/glide at 30', fly at 40'
Spell Resistance:
14
Save Bonuses:
Fort +4  Ref +0  Will +2
Hit Dice: 5d8 + Con modifier  x 5, then by class.
Starting Level: Begin at character level 9 then add class .
Advancement: By character class.
- Base Attack +5.
- Low Light Vision and Darkvision 60'.
- Multiattack.
-
Claws 1d6 + Str bonus.
- Fang 1d4 + one third Str bonus.
-
Tail Slap 2d6 + one half Str bonus.
- Shape shift [su]: after dispatching a foe a Sivak may take the form of the foe; which lasts indefinitely or until the Sivak chooses to change back. The Sivak gains the appearance and voice of the slain foe only.
Initial Languages:
Common and Draconic.
Alignment: Usually Lawful Evil.
Favored Class: Fighter.



Advanced D&D 2nd Edition
Ability Scores:
Strength:
11/20 (+2 bonus)
Dexterity:
3/17 (-1 penalty)
Constitution:
11/20 (+2 bonus)
Intelligence:
7/18
Wisdom:
3/16 (-2 penalty)
Charisma:
3/17 (-1 penalty)

Racial Features:
Natural AC:
1
Movement Rate:
12, 15 (running glide), glide at 18, Fly 24C
Magical Resistance:
20%
Initial hit point bonus:
+6
Save bonuses:
+4 to all
Claw/Tail: 1d4/2d6

-
shape shift: after dispatching a foe a Sivak may take the form of the foe; which lasts indefinitely or until the Sivak chooses to change back. The Sivak gains the appearance and voice of the slain foe only.

Thieving Adjustments:
-
-25% Pick Pockets, -10% Move Silently, -5% Hide in Shadows, -20% Detect Noise

Classes and Max Level: 
optional method of unlimited level advancement is highly recommended
Cleric = 7, Fighter = 18, Thief = 9; may not multi class, but can dual class
Bozak
Although Bozaks aren't as powerful in magic as their cousins the Auraks, they are still good magic users. They are usually clerics and know a variety of spells. Bozaks are quite religious and take the Gods very seriously. They pray to their God (either Takhisis or Nuitari or another evil god) for their spells. Bozaks have bronze colored scales and dull yellow eyes. They don't like heavy armour but prefer light breastplates and leather limbs guards, and often helms. Bozaks flap their wings to cool themselves on warm days, and spread them in cold to absorb sunlight for warmth. Their wings also click when they are anxious. Bozaks were the clerics of the Dragon Armies and used their magic on forces of good.

Physical:
Height:  6'0" - 7'0"
Weight: 180 lbs - 300 lbs
Face and Reach: 5' x 5' / 5'
Medium Sized Dragon
Death Sequence [ex]:
Upon reaching 0 hitpoints, the Bozak's scales shrivel then fall revealing the Bozak's bones, and creates a dust cloud; this takes 1 round. Next round the bones explode causing 1d6 damage to all within 10' (no save). Resurrection is impossible.
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+6 Strength Bonus
+4 Constitution Bonus
+2 Intelligence Penalty
+2 Wisdom bonus



Racial Features:
Natural AC:
18 (+8 natural)
Speed:
20', running-glide/glide at 30', fly (1rd) at 10' 
Spell Resistance:
14
Save Bonuses:
Fort +2  Ref +0  Will +2
Hit Dice: 4d8 + Con modifier  x 4, then by class.
Starting Level: Begin at character level 7 then add class.
Advancement: By character class.
- Base Attack +4.
- Low Light Vision and Darkvision 60'.
- Multiattack.
-
Claws 1d4 + Str bonus.
- Fang 1d6 + one third Str bonus.
- +2 to Spellcraft checks.
Initial Languages: Common and Draconic.
Alignment:
Usually Lawful Evil.
Favored Class:
Cleric.
Advanced D&D 2nd Edition
Ability Scores:
Strength: 3/18
Dexterity: 6/18 (-1 penalty)
Constitution: 6/18
Intelligence: 7/17 (-1 penalty)
Wisdom: 3/18 (+1 bonus)
Charisma: 3/15

Racial Features:
Natural AC:
4
Movement Rate: 12, 15 (running glide), glide at 18, Fly 6E *lasts only 1 round
Magical Resistance: 20%
Initial hit point bonus: +4
Save bonuses: +4 to all
Claw/Fang: 1d4/1d4


Thieving Adjustments:
-
-10% Open Locks

Classes and Max Level: 
optional method of unlimited level advancement is highly recommended
Cleric = 13, Fighter = 12, Mage = 9, Thief = 12; may multi class as: Cleric/Mage, Fighter/Cleric, Fighter/Mage, Fighter/Thief, Mage/Thief, Fighter/Cleric/Mage, Fighter/Mage/Thief



Kapak
Noted on their abilities of stealth, they make excellent assassins and thieves. Kapaks are the corrupted descendants of Copper Dragons. Being so their scales are of a dull copper color, and may be tinged with green. A Kapaks ever alert eyes are orange, and their chins have small manes hanging off them which are dark brown to blonde in color. A trait that makes them good thieves is that their feet have soft pads on them, enabling them to move very silently. Besides this they also possess a feature inherited from their Copper Dragon origin. Kapaks have venomous glands in their mouths, which produce a yellow poisonous spittle. These glands can create an unlimited supply of this venom. The Dragon Armies used Kapaks as assassins when they wanted stealth missions done.

Physical:
Height:  5'5" - 7'0"
Weight: 160 lbs - 230 lbs
Face and Reach: 5' x 5' / 5'
Medium Sized Dragon
Death Sequence [ex]:
Upon reaching 0 hitpoints, the Kapak dissolves into a 10' pool of acid. Anyone in the pool suffers 1d8 damage (no save), any items carried are now destroyed. The pool evaporates in 1d6 rounds. Resurrection is not possible at all on Kapaks.
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+6 Strength Bonus
+2 Dexterity Bonus
+4 Constitution Bonus
+2 Intelligence Penalty
+2 Wisdom Penalty



Racial Features:
Natural AC:
17 (+7 natural)
Speed:
20', running-glide/glide at 30'
Spell Resistance:
14
Save Bonuses: Fort +2  Ref +2  Will +0
Hit Dice: 3d8 + Con modifier  x 3, then by class.
Starting Level: Begin at character level 6 then add class .
Advancement: By character class.
- Base Attack +3.
- Low Light Vision and Darkvision 60'.
- Multiattack.
- Claw 1d4 + Str bonus.
- Fang 1d4 + one third Str bonus + poison [ex] (Fort DC 13).
- +2 Move Silently, Listen, Hide and Open Lock.
- Move Silently, Hide, Listen, Open Lock are always class skills.
Initial Languages: Common and Draconic.
Alignment:
Usually Neutral Evil.
Favored Class:
Rogue.
Advanced D&D 2nd Edition
Ability Scores:
Strength:
3/18
Dexterity:
6/18
Constitution:
7/18
Intelligence:
6/16
Wisdom:
3/18
Charisma:
3/12

Racial Features:
Natural AC:
4
Movement rate:
12, 15 (running glide), glide at 18
Magical Resistance:
20%
Initial hit point bonus:
+3
Save Bonuses: 
+0
Fang: 1d4 *see below
- *
poison glands: a fang attack results in  a save vs poison, which if failed paralyzes the victim for 2d6 rounds. Kapaks will often lick their weapons (which takes 1 round), the poison evaporates from the weapon though in 3 rounds.

Thieving Adjustments:

- +15% Find/Remove Traps, +5% Move Silently, +5% Hide in Shadows

Classes and Max Level: 
optional method of unlimited level advancement is highly recommended
Cleric = 8, Fighter = 10, Thief = 15; may multi class as:  Fighter/Thief



Baaz
Baaz are the smallest and most common of the Draconian race. Born of corrupted Brass Dragon eggs they were the first to be brought to life through the dark magicks that twisted the good Dragon eggs. Baaz have scales that range in color from tinges of bronze to dark green, and have blood red eyes which look down a dog-like snout. Their shoulders are stooped and have small wings protruding from the backs of them. Unlike their brethren they like the dress of the Dragon Armies, they also have been know to be able to disguise themselves as humans with masks and bulky clothing. They are looked down upon by Human officers and all other Draconian sub races, and were assigned to suicide missions and the front lines. Baaz are considered quite expendable in the armies. Baaz aren't stupid though and they habour a deep hatred for their commanders and other Draconians.

Physical:
Height: 5'0" - 6'5"
Weight: 150 lbs - 260 lbs
Face and Reach: 5' x 5' / 5'
Medium Sized Dragon
Death Sequence [ex]:

Upon reaching 0 hitpoints, the Baaz turn to stone and encases the weapon which slew it, unless the wielder of the weapon can make a successful Dex check with a -3 penalty. The stone Baaz turns to dust in 1d4 rounds and does not destroy any items it carried or the weapon which killed it. Baaz may be resurrected when in their stone shape, by first casting a stone to flesh spell then a resurrection one.
Dungeons and Dragons 3rd Edition
Ability Stat Modifiers:
+6 Strength Bonus
+4 Constitution Bonus
-2 Charisma Penalty





Racial Features:
Natural AC:
16 (+6 natural)
Speed:
20', running-glide/glide at 30'
Spell Resistance:
14
Save Bonuses: Fort +2  Ref +0  Will +0
Hit Dice: 3d8 + Con modifier  x 3, then by class.
Starting Level: Begin at character level 5 then add class.
Advancement: By character class.
- Base Attack +3.
- Low Light Vision and Darkvision 60'.
- Multiattack.
-
Claws 1d4 + Str bonus.
- Fang 1d4 + one third Str bonus.
- +2 Move Silently, Hide and Disguise.
Initial Languages: Common and Draconic.
Alignment:
Usually Lawful Evil.
Favored Class:
Fighter.


Advanced D&D 2nd Edition
Ability Scores:
Strength: 
7/18 (+1 bonus)
Dexterity:
7/18
Constitution: 
10/18 (+1 bonus)
Intelligence:
6/16
Wisdom: 
3/14 (-1 penalty)
Charisma:
3/11

Racial Features:
Natural AC:
4
Movement Rate:
12, 15 (running glide), glide at 18
Magical Resistance:
20%
Initial hit point bonus:
+2
Save Bonuses:
0
Claw/Fang: 1d4/1d4

Thieving Adjustments:
-
+10% Pick Pockets, +5% Move Silently, +5% Hide in Shadows

Classes and Max Level: 
optional method of unlimited level advancement is highly recommended
Cleric = 5, Fighter = 12, Thief = 13; may multi class as:  Fighter/Thief
Draconian Weapons exotic weapons can be found in the Weapons section.
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