Kapak Draconian
Medium Monstrosity, Typically Lawful EvilDraconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests.
Kapak draconians are created using copper dragon eggs. These cunning opponents relish striking foes who are distracted or unaware. Kapaks often coat their weapons with their paralytic saliva, making them formidable assassins as well. Their small wings don't allow kapaks to fly, but they do help the draconians turn a fall into a rough glide. When they die, kapaks dissolve into acid that can splash onto nearby creatures.
AC 15 (natural armor)
HP 39 (6d8 + 12)
Speed 40 ft., climb 40 ft.
STR
11 (+0)
Save +0
DEX
17 (+3)
Save +5
CON
14 (+2)
Save +2
INT
12 (+1)
Save +1
WIS
13 (+1)
Save +1
CHA
11 (+0)
Save +0
Saving Throws DEX +5
Skills Deception +4, Perception +3, Stealth +7
Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Draconic
CR 3
Traits
Death Throes. Dexterity Saving Throw: DC 12, each creature within 5 feet of the draconian when it is reduced to 0 Hit Points and dissolves into acid. Failure: The target is covered in acid for 1 minute, taking 7 (2d6) Acid damage at the start of each of its turns. A creature can take an action to scrape or wash the acid off itself or another creature, ending the effect.
Glide. When the draconian falls and isn't Incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
Actions
Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution Saving Throw or have the Poisoned condition until the end of the target's next turn. While Poisoned in this way, the target also has the Paralyzed condition.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage plus 7 (2d6) Poison damage.