Consequently, the baaz hate the kapaks as much as they do any non-draconian race.
Kapaks are larger than baaz draconians and often bully and abuse their smaller cousins.
When a kapak leaves the band, he takes his share of the group's treasure with him, using it to buy his way into a new band.īaaz Rivals. Kapaks have great respect for aurak draconians, and often allow them to serve as their leaders.Ī kapak band has a common treasure cache individuals seldom keep more than a few coins for themselves. When disagreements cannot be resolved, a kapak is just as likely to leave the group as he is to fight for the acceptance of his opinion. Kapaks seldom have formal leaders, making most decisions by consensus. Towers and castles are favorite kapak strongholds. Kapak bands occupy abandoned buildings throughout Krynn, primarily in mountain ranges near civilized regions. Kapaks avoid any style of clothing that might draw attention to themselves. The glands are magical in nature, and are capable of producing a virtually limitless amount of the thick, yellowish venom. The most exotic physical feature of the kapaks are the poison glands located under their tongues that continuously secrete a venomous spittle. They speak in a soft, high-pitched whine. Soft pads line the bottoms of their feet, enabling them to move silently. They have short manes of dark brown or blonde hair hanging from either side of their mouths. Their scales are dull copper tinged with green, their eyes are orange or dark brown. Kapaks average six feet tall and have sleek torsos and long limbs. They are created from copper dragon eggs. Kapaks are a race of venomous draconians known for their stealth. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. A creature poisoned in this way is also paralyzed.Īn affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Hit: 5 (1d8 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. The draconian makes two attacks: one with its bite and one with its shortsword or two with its shortbow.īite. The draconian deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the draconian that isn't incapacitated and the draconian doesn't have disadvantage on the attack roll. The draconian has advantage on saving throws against spells and other magical effects. When under the command of a dragon, the draconian has advantage on all attack rolls and saving throws. It can travel horizontally up to four times the vertical distance it descends. The draconian can use its wings to glide, negating any falling damage from any height. The draconian is immune to all diseases.ĭraconic Heritage. The acid affects anything the draconian was wearing or carrying as well.ĭisease Immunity.
Any creature in the area at the time, or that enters the area while the acid is still there must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. When the draconian dies, its body dissolves into a 5-foot radius pool of acid. Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10ĭeath Throes. Armor Class 17 ( studded leather, shield)