by Joe Mashuga
Draconian traits (darkvision 60 ft., death throes, disease immunity, glide, inspired by dragons, low metabolism, low-light vision), poison saliva [Fort DC 15; 1d6 Dex/1d6 Dex], SR 19; skirmish* (+3d6, +2 AC), trapfinding, battle fortitude +1, uncanny dodge, fast movement, trackless step, evasion, flawless stride, camouflage. *Note: Because of Enthrix's extensive time spent as a scout, his racial sneak attack ability instead causes +1d6 damage when using the skirmish ability.
Climb +5, Craft (trapmaking) +9, Disable Device +11, Heal +7, Hide +20, Knowledge (dungeoneering) +4, Listen +14, Move Silently* +23, Search +13, Spot +14, Survival +14 (+16 when following tracks). Skills include armor check penalties where appropriate.
Ability Focus (saliva), Dodge, Mobility, Rapid Reload, Run(B), Spring Attack(B), Track(B).
+1 vicious short sword +11/+6 melee (1d6+3+2d6/19-20) or bite +10 melee (1d4+2 + poison) or +1 vicious short sword +11/+6 melee (1d6+3+2d6/19-20) and bite +5 melee (1d4+2 + poison) or mw light crossbow +12/+7 ranged (1d8/19-20).
Tactics: Enthrix prefers to attack from a high tree or elevated outcropping using crossbow bolts that have been poisoned with his own venom. He targets obvious spellcasters first, firing the remainder of his envenomed bolts as he glides over his opponents (making use of his skirmish ability). Upon landing, he will gauge his opponents' health and either finish them in melee or escape using his superior speed, often returning to follow them.
+2 shadow chain shirt, +1 vicious short sword, amulet of health +2, ring of protection +1, ring of sustenance, mw light crossbow, 20 bolts, 2 throwing axes, buckler, potion of cure moderate wounds, potion of cure serious wounds, potion of protection from arrows 10/magic, mw thieves' tools, backpack, blanket, 5 sets of caltrops, flint & steel, healer's kit, 100 feet of hempen rope, signal whistle, 4 smokesticks, 2 tanglefoot bags, 3 thunderstones, 31 stl, 7 sp.
Enthrix's scaly hide has an emerald sheen to it, marking him as just a bit unusual among kapaks. He is dressed in browns and dark colors so as to better conceal himself in the Astivar Badlands. Despite Slith's objections, he openly wears a necklace with five pierced human ears – trophies of recent Dark Knight victims.
The first years of Enthrix's life were spent like any other kapak. He was fully indoctrinated in the dogma of the Dark Queen and proudly served her as part of the Green Dragonarmy, though he resented the humans that were above him in the chain of command. His natural stealth was put to good use in the Khurish badlands, and his band ambushed many travelers.
After the Dragonarmies' defeat at the Temple of Neraka, Enthrix took advantage of the lapse in leadership and set out on his own, living in hermit-like conditions until his discovery by a band of the Blue Lady's scouts. Enthrix reluctantly agreed to join in the Blue Army's assault; his fear of the Dark Queen's vengeance outweighing any real sense of duty. As part of the Ninth Infantry, he was one of few kapaks to survive the failed assault on Palanthas, hiding out in the sewers of the Lordcity until he could make his escape.
Enthrix rejoined the Ninth Infantry, feeling more at ease among his fellow draconians than any other races. He despised General Maranta, but when the Ninth came upon Kang's First Dragonarmy Engineers, he was impressed by the bozak's innate sense of leadership and a genuine concern for draconians as something other than fodder, unlike Enthrix's current commander, General Maranta.
Enthrix aided in the defense of the draconian encampment from goblin and hobgoblin troops, and was pleased to hear of General Maranta's death. The remnants of the Ninth Infantry joined Kang and soon took up residence in the city of Teyr.
After serving as a Teyrian guard for a short time, Commander Slith recognized Enthrix and gathered information on the kapak's performance. Slith has assigned Enthrix to scout western Teyr and watch for encroaching ogres, Dark Knights, or other possible foes. For his part, Enthrix is happy – he's off on his own again, yet is serving the draconians as a whole.
Monster Manual (Ability Focus feat); Dragonlance Campaign Setting (kapak draconian, languages); Complete Adventurer (scout class).
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