The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/11052.aspx

Dragonspawn

D&D 3e (3.0/3.5) Rules

by André La Roche


Note: For some these rules to best make sense, sort rules by author and read up on what else is made by this author.

Dragonspawn are the twisted creations of the overlords now ruling the land of Krynn. Created by a hideous method that transforms humans or demihumans into draconian-like creatures by fusing the mind and soul of the victim with the shard of a draconian's, these reptilian beings are the loyal servants of the overlords, though on occasion some have been known to retain their free will.

Dragonspawn by subtype are referred to by their colour, and likewise often bear striking similarities to the dragon that made them, such as greens having a fin on their head, blues with a horn on the nose, etc. while the features that are shared by all are wings, claws, scales, and a tail. When humans and half-elves are the victims of this process, they still retain their basic body shape and thus differ from draconians and bakali in that members of each gender can usually be separated on sight by others.

Creating A Dragonspawn

"Dragonspawn" is a template that can be added to any corporeal humand or monstrous humanoid creature (referred hereafter as the "base creature"). The creature's type becomes "monstrous humanoid". It uses all the base creatures statistics and special abilities except as noted here:
AC: Natural armor improves by +7
Speed: Dragonspawn fly at twice their normal speed (average maneuverability).
Damage: Use the creature's usual unarmed damage, only for claw attacks treat this as normal instead of subdual damage. For bite damage use the following chart or the base creature's damage, whichever is greater.

Spawn Base Attacks
Size Damage
Small 1d3
Medium 1d4
Large+ 1d6

Special Attacks: Dragonspawn retain all the special attacks of the base creature and also gain a breath weapon based on the dragon variety, useable every 1d10 rounds. Use all rules for dragon breath (see the Dragon entry except as specified in the table below. All spawn gain the feat School of Sorcery for free, and may only have access to the indicated shool below, with only 25 spell points regardless of Intelligence. Upon being spawned, a creature can make an Intelligence check (DC 15) to retain any previous schools of sorcery and past spell point total. Unless such a check is succeeded, all spawn effectively cast as 5th level primal sorcerers. All dragonspawn have a death throe. The effects of each, and the types of saving throws used depend upon the type of spawn. All death throes affect those within 10 feet of the dragonspawn, and the DC to avoid the effects are the same as the dragon's breath weapon DC. All death throes that damage deal half on a successful save.

Spawn Special Abilities
Dragon Variety Breath Weapon Damage (DC) School of Sorcery Death Throe Save Type/Effect
Black Line* of Acid 3d4 (15) Hydromancy Reflex/1d6 Points Acid Damage
Blue Line of Lightning 3d8 (16) Electromancy Reflex/1d8 Points Electrical Damage
Green Cone** of Gas 3d6 (15) Enchantment Fortitude/Confusion as per the spell
Red Cone of Fire 3d10 (17) Pyromancy Reflex/1d10 Points of Fire Damage
White Cone of Cold 1d6+4(14) Cryomancy Reflex/Frozen to ground for 10 minutes
*A line is always 2 ft. high, 2 ft. wide, and 60 ft. long.
**A cone is always 30 ft. long.

Special Qualities: Dragonspawn have all the special qualities of the base creature, plus low-light vision and darkvision with a range of 30ft. Dragonspawn possess resistances of value 30 to certain elements based on their dragon variety.

Spawn Special Resistance
Dragon Variety Resistance
Black Acid
Blue Electricity
Green Gasses
Red Fire
White Cold

Mutation: Due to the odd and mysterious process involved in creating Dragonspawn, the process only works out with relatively few obstacles when it comes to humans and half-elves. The magical nature of this fusion of draconian and victim often causes horrendous changes in subjects that aren't human or half-elven. The spawn are commonly known as "Abominations". Roll 1d3 to determine the number of times to roll on the chart below. The game function of each mutation is up to the DM, but an example is given with each one. It should be noted that Onysablet, the black overlord, is the only dragon who actively pursues the creation of Abominations, as all other overlords find them to be vile failures.

Spawn Mutations
Roll (1d20) Result
1-3 Severe Aversion to light (-4 penalty to all rolls when in bright light)
4-6 Minor Aversion to light (-2 penalty to all rolls when in bright light)
7-9 Thin Scales (Natural armor only improves by +4)
10-11 Weaker Body (Decrease HD by one die type)
12 Alteration to Breath Weapon (Damage or Type)
13 Change in Speed (greater or less)
14 Alteration to Wings (No flight allowed, or greater speed/maneuverability)
15 Extra Limb (Extra Attack)
16 Hideously Frightening (Fear Aura, 10 ft. Use breath weapon DC)
17 Phenomenal Constitution (+2 Constitution, -2 Wisdom)
18 Phenomenal Dexterity (+2 Dexterity, -2 Intelligence)
19 Phenomenal Strength (+2 Strength, -2 Charisma)
20 DM's Choice

Saves: Same as the base creature
Abilities: Adjust the abilities of the base creature as follows according to dragon type.
Black & Green: Str +6, Dex +0, Con +4, Int +0, Wis +0, Cha +2
Blue: Str +10, Dex +2, Con +8, Int +0, Wis +2, Cha +4
Red: Str +14, Dex +4, Con +10, Int +2, Wis +2, Cha +4
White: Str +4, Dex +4, Con +4, Int +0, Wis +0, Cha +0
Skills: A dragonspawn has 4 skill points, plus its Intelligence modifier, per Hit Die. Treat skills from the base creature's list as class skills and other skills as cross-class. If the creature has a class, it gains skills for class levels normally.
Feats: Dragonspawn have one feat for every four levels or the base creature's total feats, whichever is greater. Spawn also have access to Dragon Feats.

Climate/Terrain: As per dragon type.
Organization: Squad (2-5) or Tribe (10-20)
Challenge Rating: Red spawn have the same CR as the base creature +3, white spawn have the same CR as the base creature +1, and all other spawn have the same as the base creature +2.
Treasure: Same as base creature
Alignment: Same as dragon variety
Advancement: Same as the base creature.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.