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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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