Dracor'ezu (Tanar'ri)


Medium-Size Outsider (Chaotic, Evil)
Hit Dice:
9d8+27 (72 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 40 ft. (average)
AC: 19 (+2 Dex, +7 natural)
Attacks: 2 claws +10 melee; bite +8 melee; or weapon +10 melee
Damage: Claw 1d4+4 and poison; bite 1d4+1 and poison; weapon 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Poison, spell-like abilities, death throe
Special Qualities: Damage reduction 5/+1, SR 14, disease immunity, low metabolism, tanar'ri qualities
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 15, Con 17, Int 16, Wis 12, Chr 13
Skills: Concentration +6, Hide +6, Listen +8, Move Silently +9, Search +6, Spot +6
Feats: Alertness, Improved Initiative, Multiattack, Power Attack


Climate/Terrain: Any land and underground
Organization: Solitary or band (1d4+1)
Challenge Ratting: 10
Treasure: Standard items
Alignment: Chaotic evil
Advancement: 10-15 HD (Medium); 16-20 HD 

Dracor'ezu are humanoid dragonmen. They are demonic in appearances: they have reptilian features with scaly metallic black skin, possessing demonic amber red reptile eyes, and bat-like wings. 

The Dracor'ezu are the magical creations of some powerful wizard, rumored to be the Urgul - a former apprentice of the Archlich of Paligoth and current master of one of the eight towers of Arvernier. It is believed that the Dracor'ezu were spawned of the same magical process that was used in the creation of Draconian from the distant world of Krynn, with the major exception that the dragon eggs used in the creation were infested with chaos and demonic essence. The first appearances of the Dracor'ezu was during the early periods of the War of the Orb where they mainly in the service of the Witchking. The relationship between Urgul and the Witchking is unclear, as is the reasons behind the creation of the Dracor'ezu. Not many of the Dracor'ezu survived the war and those that did broke away from their former masters. The few that remain on Arven continue to remain a threat as they are in essence, demonspawn.

Dracor'ezu speak Abyssal, Common, Draconic, and other local dialects.

COMBAT
Dracor'ezu enjoy battle and employ various tactics to inflict as much pain and suffering to its enemies. They  attack either with their sharp claws and bite, both containing a secretion of poison. At times, the Dracor'ezu may opt to use a weapon instead. When faced with powerful opponents, they will often employ their spell-like abilities to gain the upper hand and leave its enemies with as much devastation before fleeing.

Poison (Ex): Claw and bite, Fortitude save (DC 15); initial damage paralysis for 1d6+4 minutes, secondary damage none.
Death Throe (Ex): On the round that a Dracor'ezu reaches 0 or fewer hit points, his body will instantly explode in searing magical flames. All within the area of 5 feet radius from the Dracor'ezu must make a Reflex save (DC 18) or loose 3d4 points of damage.
Spell-Like Abilities:
At will - detect good, detect magic, burning hands, invisibility, ray of enfeeblement, and polymorph self. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level).
Disease Immunity (Ex):
Dracor'ezu are immune to all natural diseases.
Low Metabolism (Ex): Dracor'ezu can survive on one-tenth the food and water it takes to sustain a human.
Immunities (Ex): Tanar'ri are immune to poison and electricity.
Resistances (Ex): Tanar'ri have cold, fire, and acid resistance 20.
Telepathy (Ex): Tanar'ri can communicate telepathically with any creature within 100 feet that has a language.

 

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