Draconian Infiltrator

Draconian Infiltrator CR: 3

Medium monstrosity, any
Armor Class: 15 (natural armour)
Hit Points: 39 6d8+12
Speed: 40 ft , climb: 30 ft

STR

11 +0

DEX

17 +3

CON

14 +2

INT

9 -1

WIS

13 +1

CHA

11 +0

Saving Throws: Dex +5
Skills: Perception +3, Stealth +7
Damage Immunities: Poison
Condition Immunities: Poison
Senses: Darkvision 60 ft, passive Perception 13
Languages: Common, Draconic
Challenge Rating: 3

Death Throes. When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must make a DC Dexterity saving throw or be covered in acid for 1 minute. A creature can use it's action to scrape or wash the acid off itself or another creature. A creature covered in acid takes 7 2d6 acid damage at the start of each of its turns.   Glide. When 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 fell.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw, or become poisoned until the of the target's next turn. While poisoned in this way, the target is also paralyzed.   Dagger. Melee or Ranged Weapon Attack +5 to hit, reach 5 ft, or range 20/60 ft, one target. Hit 5 1d4+3 piercing damage, plus 7 [roll:2d6} poison damage.

Copper, black, and topaz dragon eggs yield these sly and stealthy draconians, who often serve their creators as scouts and spies. The use the paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies dissolve into pools of acid.

Suggested Environments

Any environment.


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