Created by: Chris Beadles <[c--e--d] at [CYBERPORT.NET]>

Draconian

Identifier:  Draco, Humanoid, Unknown Magickal Origins
Habitat:  Any
Size:  1 x human size (6' T)
Number Appearing:  2d3 or 20d6
Modes & Rates of Movements:
     Walk:  90 yd/BT
     Glide:  270 yd/BT
Initiative Modifiers:  Human standard
Outstanding K/S Areas/Sub-Areas & STEEP:  Combat, Hand
Weapons    5d6+30
                         Combat, Hand Weapons, Missile   
5d6+30
                         Combat, HTH, Lethal    5d6+30
                         Some may be Dweomercr‘fter or
Priestcr‘fter Vocations 
Joss Factors:  0 (sometimes d3)
Dodging/Avoidance:  0,  20/30/20
Attractiveness:  0 (Horrid)
Invulnerabilities:  Nil       
Susceptibilities:  Nil
Average Armor Protection: 13
Quirks:  Nil (Usually)

Attacks             BAC  Damage Type    Base Damage         
Bonus
Claws x2            above            Cut                 
2d3                 +3

Powers:  Darksee (as if daylight)

Statistical Detail:
Base Scheme (+/- d3)
M:  90         EL:  72        P:  100   WL:  75   CL:  90   
     S:  90         EL:  72
MM:  45        MR:  45        PM:  50        PN:  50        
SM:  45        SP:  45
MMCap:  20     MRCap:  20     PMCap: 20 PNCap:  20     
SMCap:  20     SPCap:  20
MMPow: 15 MRPow:  15     PMPow:  15     PNPow:  15     
SMPow:  15     SPPow:  15
MMSpd:  10     MRSpd:  10     PMSpd:  15     PNSpd:  15     
SMSpd:  10     SPSpd:  10


Armor Scheme:
AreaPierceCutBluntFireChemic
alStunElectr
icalUltra20321616163216Super15241212122412Vital1016888168Non5844484Averag
e12201010102010Commentary/Description:  Draconians are a magickal creation
that originated from Ph‘ree several centuries ago.  No one
knows exactly how they were created, but they are now as
numerous as orcs.  Draconians are brutal and warlike,
although they tend towards tribal behavior, their advanced
intelligence makes these look more like war camps. 
Draconians are territorial. but will set aside tribal
differences to fight a greater enemy, or if a strong enough
general should arise.
     Draconians live for about 300 years, but reach full
grown status after only three years.  Their living habits
greatly resemble humans, and although cold-blooded, seem to
be able to live in any environment suitable for dragonkind.
     Draconians, being magickal, become very unstable at
death, and they often surprise their victors with explosions
and the like.  When a Draconian dies roll on the following
table to determine what happens to the body:
     Roll      Result
     1-10      Nothing Happens
     11-35     Turns to Stone, if the killing blow was
               struck by a piercing or cutting weapon the
               attacker must make a Physical Avoidance Roll
               at "Moderate" to avoid losing the weapon. 
               This check is at "Hard" the first time to
               represent the surprise.  The body crumbles to
               dust 3d3 CTs later
     36 - 50   Flesh Decomposes and Bones Explode, anyone
               within 10' takes 2d6 Impact damage
     51 - 65   Turns to Acid, leaving behind a one rod
               diameter pool of acid.  Anyone stepping into
               the pool takes 2d6 Chemical Damage.  The acid
               evaporates after d6 BTs.
     66 - 80   The corpse shapeshifts to resemble the
               creature that killed it.  It will not change
               in size, only appearance.
     81 - 95   Burst into flames doing 4d6 Fire Damage to
               anyone within 10' diameter.
     96 - 100  Shots a beam of lightning into its killer,
               doing 7d6 Electrical Damage.  Smaller bolts
               hit anyone within 10' each doing 3d6
               Electrical Damage.
     None of these will affect other Draconians.
     Draconians resemble humanoid dragons, with 20'
wingspans.  They are grayish green, and have red eyes. 
Their claws extend about 3" out, and they have a backward
talon on their feet.