Draconid

This hideous creature looks like a cross between a giant spider and dragon or hydra. Where its head should be, two long serpentine necks sprout from its body. Its head and neck are scaled gray, and its spidery torso and eight knobbed legs are covered in short, coarse fur.

Draconid CR 9

XP 6,400
N(E) Huge aberration
Init +6; Senses darkvision 60 ft.; Perception +23

DEFENSE

AC 23, touch 10, flat-footed 21 (+2 Dex, +13 natural, –2 size)
hp 142 (15d8+60 plus 15)
Fort +9; Ref +7; Will +11
DR 10/magic; Resist fire 5

OFFENSE

Speed 40 ft., climb 20 ft.
Melee 2 bites +17 (2d6+7 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (30-ft. line, 3d6 fire damage, Reflex DC 21 for half, usable every 1d4 rounds per head), web (+13 ranged, DC 23, 15 hp)

TACTICS

A draconid usually waits in its web until prey passes underneath or nearby. It then shoots a web, releases its breath weapon and moves into melee. Once engaged, the draconid bites with one head and breathes fire with the other. One favorite tactic is to slow larger foes with its webs while it snatches up smaller targets in its jaws and crush them, bathing them in fire, and hurling them away if they prove too troublesome.

STATISTICS

Str 24, Dex 14, Con 19, Int 6, Wis 14, Cha 11
Base Atk +11; CMB +20; CMD 32 (+44 vs. trip)
Feats Ability Focus (poison), Ability Focus (web), Alertness, Improved Initiative, Power Attack, Snatch, Toughness, Weapon Focus (bite)
Skills Climb +20, Perception +23, Sense Motive +20
Languages Aklo, Undercommon

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 23, frequency 1/round for 6 rounds, effect 1d2 Dex damage, cure 2 consecutive saves.

ECOLOGY

Environment underground
Organization solitary
Treasure standard coins, double goods (gems only), standard items

Draconids are a hideous cross between either a giant spider and a hydra or a giant spider and a dragon. They dwell deep underground where they dine on the flesh of elves, dwarves, goblins, and just about anything else that crosses their path. These creatures are never encountered on the surface world, preferring to spend their lives underground.

Draconids are solitary creatures and never mix with others of their own kind (except for mating purposes). If a draconid moves into another’s territory, a fight almost always ensues as soon as they discover one another. A typical draconid hunting ground covers an area of nearly 10 miles from its lair.

When not hunting, a draconid spends its time in its lair. A draconid’s lair is something most disgusting and quite memorable to those that stumble across it. A tangled mess of shiny coins and gems mixed with corpses, bones, and rotted flesh.

Section 15: Copyright Notice

Draconid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

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