Dragonkin
Large Monstrous Humanoid (Reptilian) — CR 4
Dragonkin is a D&D 3.5 monster from —. CR 4, HD 7d8+7 (38 hp).
- Hit Dice
- 7d8+7 (38 hp)
- Initiative
- +5
- Speed
- land 20 ft, 20 ft., fly 40 ft. (good)
- Base Attack / Grapple
- +7/+15
- Attack
- Foreclaw +10 melee or longspear +10/+5 melee
- Full Attack
- 2 foreclaws +10 melee or longspear +10/+5 melee
- STR
- 19
- DEX
- 12
- CON
- 13
- INT
- 10
- WIS
- 14
- CHA
- 13
- Fort / Ref / Will
- +5 / +6 / +7
- Challenge Rating
- 4
- Alignment
- Usually chaotic evil
- Organization
- Solitary, clutch (2-8), or squad (4-16 plus 1 human necromancer of 7th-11th-level)
- Treasure
- Standard coins; no goods; double items
- Level Adjustment
- +2
Special Abilities
RakeDetect Magic
Feats
Description
Dragonkin prefer to fight in the air, swooping down to slash earthbound opponents with their foreclaws. If forced to bring combat to the ground, dragonkin move in and use their claws or weapons (they favor longspears and other reach weapons).
Most dragonkin have a strong desire to acquire magic items (perhaps inherited from their ancestors) and tend to attack characters possessing such items in preference to others. If possible, a dragonkin grabs a magic item from its opponent and flees with it, taking the item back to its cave. (Resolve this as a disarm attempt; since the dragonkin is unarmed, it holds the item if it wins the opposed check.)
Reptilian Subtype
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.