DB - Tribes - Coatl Dragonkin
DB - Tribes - Coatl Dragonkin
DB - Tribes - Coatl Dragonkin
DRAGONKIN
C
oatl are the best treated of all the dragonkin
broods. They are seen as worthy research
assistants by their dragons, who allow them
to take part in experiments and listen to their
advice, for even the smallest mind can sometimes
provide an informative angle from which to study
the biggest problems.
Coatl dragonkin resemble human-sized, two-limbed
feathered serpents, with inquisitive eyes and reflective
demeanors. They don’t like weapons or armor but can
often cast spells.
Coatl Warrior
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 12 (+1)
Enchantment Resistance. The Coatl warrior Enchantment Resistance. The Coatl warrior
has advantage on saving throws made against has advantage on saving throws made against
enchantment spells and spell-like effects. enchantment spells and spell-like effects.
Magic Weapons. The Coatl warrior’s weapon attacks Magic Weapons. The Coatl warrior’s weapon attacks
are magical. are magical.
Magic Advantage. When the Coatl warrior makes an
attack roll with advantage and hits, the attack deals an ACTIONS
additional 7 (2d6) force damage, and the target must
succeed on a DC 15 Wisdom saving throw or become
stunned until the end of their next turn.
Multiattack. The Coatl warrior makes two spear
attacks and can cast a prepared spell.
ACTIONS Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.
Multiattack. The Coatl warrior makes two spear
attacks and can cast a prepared spell. Shimmering Spray. The Coatl warrior breathes
shimmering vapors in a 30-foot cone. Any creature
Spear. Melee or Ranged Weapon Attack: +9 to hit, in the area must succeed on a DC 15 Wisdom
reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d8 + 5) saving throw or become incapacitated until the end
piercing damage. of their next turn.
Shimmering Spray. The Coatl warrior breathes Spellcasting. A Coatl warrior is a 5th-level
shimmering vapors in a 30-foot cone. Any creature spellcaster. Its spellcasting ability is Intelligence (spell
in the area must succeed on a DC 15 Wisdom save DC 11, +3 to hit with spell attacks). Armor
saving throw or become incapacitated until the end does not interfere with its spellcasting.
of their next turn.
The Coatl warrior has the following wizard spells
Spellcasting. A Coatl warrior is a 5th-level spellcaster. prepared:
Its spellcasting ability is Intelligence (spell save DC
13, +5 to hit with spell attacks). Armor does not At will: dancing lights, mage hand, minor illusion,
interfere with its spellcasting. prestidigitation.
The Coatl warrior has the following wizard spells 3/day: charm person, color spray, fog cloud, silent
prepared: image.
At will: dancing lights, mage hand, minor illusion, 1/day: blur, invisibility, mirror image.
prestidigitation.
4/day: charm person, color spray, fog cloud, silent image.
3/day: blur, invisibility, mirror image.
1/day: dispel magic, major image
Armor Class 19 (breastplate + shield) Multiattack. The Coatl warrior makes two spear
attacks or two arcane shots and can cast a prepared
Hit Points 91 (14d8 + 28) spell.
Speed 30 ft.
Spear. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 9
STR DEX CON INT WIS CHA (1d8 + 3) piercing damage.
15 (+2) 16 (+3) 14 (+2) 16 (+3) 13 (+1) 12 (+1) Shimmering Spray. The Coatl warrior breathes
shimmering vapors in a 30-foot cone. Any creature in
Proficiency Bonus +3 the area must succeed on a DC 16 Wisdom saving
throw or become incapacitated until the end of their
Saving Throws Intelligence +5, Wisdom +5 next turn.
Skills Acrobatics +7, Arcana +5, Nature +5,
Stealth +7, Survival +5 Arcane Shot. Ranged Magic Attack: +6 to hit,
range 60 ft., one target. Hit: 13 (3d6 + 3) force damage.
Senses passive Perception 11
Languages Common, Draconic Call Storm. (2/day) A hail of rock-hard ice pounds to
the ground in a 10-foot radius, 40-foot-high cylinder
Challenge 7 (1,800 XP) centered on a point within 50 feet of the elite coatl
warrior. AEach creature in the cylinder must make
a Dexterity saving throw. A creature takes 9 (2d8)
Enchantment Resistance. The Coatl warrior bludgeoning damage and 14 (4d6) cold damage on a
has advantage on saving throws made against failed save, or half as much on a successful one.
enchantment spells and spell-like effects. Spellcasting. A Coatl warrior is a 5th-level spellcaster.
Magic Weapons. The Coatl warrior’s weapon attacks Its spellcasting ability is Intelligence (spell save DC 13,
are magical. +6 to hit with spell attacks). Armor does not interfere
with its spellcasting.
Magic Advantage. When the Coatl warrior makes an
attack roll with advantage and hits, the attack deals an The Coatl warrior has the following wizard spells
additional 7 (2d6) force damage, and the target must prepared:
succeed on a DC 16 Wisdom saving throw or become At will: dancing lights, mage hand, minor illusion,
stunned until the end of their next turn. prestidigitation.
4/day: charm person, color spray, fog cloud, silent image.
3/day: blur, invisibility, mirror image.
2/day: dispel magic, major image
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