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Auraks..

Information about Aurak Draconians. Let's start off with basic statistics.(Copying from D&D rulebook)
Aurak
Medium-sized Monstrous
Humanoid
HD:8d8+24 (60hp)
Init:+6 (+2 dex +4 improved initiative)
Spd:40ft
AC: 20 (+2 Dex, +8 natural)
ATK: 2 fire energy rays
+10 Ranged attack touch; or 2 claws +12 melee,
bite +7 melee
DMG: 1d8+4 fire energy ray;
claws 1d4+4; bite 1d6+2
FR: 5ft by 5ft/5ft
SA: Spells, spell-like abilities, mind control, breath weapon
SQ:Spell resistance 18, divine grace, keen senses, disease immunity, low metabolism
Saves: Fort +9 Ref +12 Will +12
Abilities: Str 18, Dex 15, Con 17, Int 18, Wis 15, Cha 18
Skills: Appraise +10, Dioplomacy +10, Gather Information +10, Hide +9, Innuendo +8, Intimidate +10, Intuit Direction +10*, Listen +2, Spot +4
Feats: Alertness, Blind-Fight, Combat Casting, Improved Initiative, Spell Focus (Evocation) Spell Penetration.
Clm/Terr:Any Land.
Org:Solitary or pair
Treasure:Double Standard.
Align:Often Lawful Evil
Adv: 24 HD (Medium Size)
*=Female Auraks get 8 points of Intuit Direction for free. Males do not have this ability. (In other words, Males have only 2 points of Intuit Direction)
Additional Information
Auraks are the most innately powerful of all Draconian. They are also the rarest. They often work as special agents and enforcers. They are arrogant, self-abosrbed, and view themselves as superior to all creatures except dragons and the Dark Queen herself. Aurak males are about 7 feet tall, while females are slightly shorter.
Aurak Combat
Auraks hardly ever use their natural weapons in combat, preferring instead to rely on their ability to generate rays of fire from each of their hands that deal damage equal to 1d7 plus the draconian's Charisma modifier with each succesful ranged touch attack. These rays can strike targets u to 60 feet distant. When using change self Auraks appear to be using a weapon appropriate to their form, bu tthey are really attacking with their rays. These rays are a supernatural energy.
Spells: Auraks cast as 8th-level sorcerers. Their preferred spells include the following: enlarge, shocking grasp, emotion, stinking cloud, blink, lightning bolt, phbantasmal killer, and wall of fire. Female Auraks prefer Illusion spells.
Breath Weapon (Su): Three times a day Auraks can breathe a noxious cloud (5-foot cone). Victims caught in the cloud are dealt 20 points of damage and blinded for 1d4 rounds unless they succeed at Fortitude saves (DC 17). Those who save take only 10 points of damage.
Spell-Like Abilities (Sp): Auraks can change self three times per day to resemble any individual human or humanoid and to perfectly imitate it's voice (but not it's language - Editor's note). This effect only lasts for 2d6+6 minutes.
Up to three times per day, Auraks can perform limited short-range teleportation. This ability functions exactly like the dimension door spell except that it has a range limited to sixty feet and Auraks can only transport themselves and their equipment.
Auraks can turn invisible (as the spell) up to once every ten minutes. (The use of their mind control ability does not make them visible.)
Male Auraks can polymorph self , as the sorcerer spell, three times per day.
Mind Control (Su): An Aurak's most insidious power is the ability to affect the minds of others. Auraks can use suggestion once every 10 minutes at will, as the sorcerer spell. Once per day, they can also mind control one creature of 8 or fewer hit dice for 2d6 rounds (requires concentration). The draconian controls the actions of the subject as if the subject's body were his own. The target of a mind control must succeed at a Will save (DC 18) to avoid being controlled. The save is only rolled as the dracionian attempts to take control of the target.
Death Throe (Ex): On the round that an Aurak reaches 0 or fewer hit points, its flesh transforms into eerie green flames. The Aurak enters a fighting frenzy that grants him a +4 morale bonus to all attack rolls and saving throws. Anyone adjacent to the draconian who attacks it in melee takes 1d6+ the draconian's Charisma modifier points of fire damage each round from the flames (reflex half DC 17). Six rounds later or when the Draconian reaches -10 hit points, it transforms into a whizzing ball of lightning that strikes with an attack bonus of +15 and deals 2d6+ the Aurak's Charisma modifier points of electricity damage to those struck. After three rounds of lightning attacks, it explodes with a thunderous boom, stunning all within 10 feet for 1d4 rounds (2d4 if underwater) and dealing 3d6 points of sonic boom damage to all within 10 feet. A successful Will save(DC 18) negates the Stunning Effect. The explosion destroys all items carried by the draconian.
Keen Senses (Ex): Auraks' senses are so fine that they have low-light vision and can detect hidden and invisible creatures within a 40-foot radius. They can also see through all illusions.

List of Known Auraks in Yahoo! Chat..
Silent