Draconid

This hideous creature looks like a cross between a giant spider and dragon or hydra. Where its head should be, two long serpentine necks sprout from its body. Its head and neck are scaled gray, and its spidery torso and eight knobbed legs are covered in short, coarse fur.
 

Draconid (CR 9)

Huge Aberration
Alignment: Neutral Evil
Initiative: +6
Senses: Darkvision 60 feet; Perception +23
  Speed: 40 feet, Climb 20 feet
Space: 15 feet
 

Defense

Armor Class: 23, touch 10, flat-footed 21 (+2 Dex, +13 natural, -2 size)
Hit Points: 142 (15d8+60 plus 15)
Saving Throws: Fort +9, Ref +7, Will +11
Damage Reduction: 10/magic
Energy Resistance: fire 5
 

Offense

Melee: 2 bites +17 (2d6+7 plus poison)
Reach: 15 feet
  Special Attacks: Breath Weapon (30-ft. line, 3d6 fire damage, Reflex DC 21 for half, usable every 1d4 rounds per head), Web (+13 ranged, DC 23, 15 hp)
 

Statistics

StrDexConIntWisCha
24 (+7) 14 (+2) 19 (+4) 6 (-2) 14 (+2) 11 (+0)
Base Attack Bonus: +11
CMB +20
CMD 32 (+44 vs. Trip)
  Feats: Ability Focus (Poison), Ability Focus (Web), Alertness, Improved Initiative, Snatch, Toughness, Weapon Focus (bite)
  Skills: Climb +20, Perception +23, Sense Motive +20
  Languages: Aklo, Undercommon
 

Special Abilities

Poison (Ex)

  • Delivery: Bite-injury
  • Fortitude Save: 23
  • Frequency: 1/round for 6 rounds
  • Track: Moderate Dexterity
  • Saves: 2 consecutive saves
.
 

Ecology

Environment: Underground
Organization: solitary
Treasure: standard coins, double goods (gems only), standard items

  Draconids are a hideous cross between either a giant spider and a hydra or a giant spider and a dragon. They dwell deep underground where they dine on the flesh of elves, dwarves, goblins, and just about anything else that crosses their path. These creatures are never encountered on the surface world, preferring to spend their lives underground.
  Draconids are solitary creatures and never mix with others of their own kind (except for mating purposes). If a draconid moves into another's territory, a fight almost always ensues as soon as they discover one another. A typical draconid hunting ground covers an area of nearly 10 miles from its lair.
  When not hunting, a draconid spends its time in its lair. A draconid's lair is something most disgusting and quite memorable to those that stumble across it. A tangled mess of shiny coins and gems mixed with corpses, bones, and rotted flesh.
  A draconid usually waits in its web until prey passes underneath or nearby. It then shoots a web, releases its breath weapon and moves into melee. Once engaged, the draconid bites with one head and breathes fire with the other. One favorite tactic is to slow larger foes with its webs while it snatches up smaller targets in its jaws and crush them, bathing them in fire, and hurling them away if they prove too troublesome.
  Copyright Notice Author Scott Greene.

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