Kubitarou Dragon (3.5e Creature)

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Type: Dragon (Water, Earth)
Environment: Aquatic, Tropical Islands/Ruins, deep jungles, and subterranean realms.
Organization: Solitary or clan
Challenge Rating: Wyrmling ; very young ; young ; juvenile ; young adult ; adult ; mature adult ; old ; very old ; ancient ; wyrm ; great wyrm
Treasure: Special
Alignment: Aspects of Neutral; this race doesn't have predetermined alignments based on genetics, as the Spellfire purified the process in creating this new life, and instead are tempered by the nature around them and the decisions they choose throughout their self-educational growth.
Advancement: Wyrmling HD; very young HD; young HD; juvenile HD; young adult HD; adult HD; mature adult HD; old HD; very old HD; ancient HD; wyrm HD; great wyrm HD
Level Adjustment: +6
Dragons by Age
Age Size Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/
Attack Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling Small 1d12 (12) +2 -2 +2 +2 0 -4 +1/+1 +2d6 +2 +1 +2 1d10 (10) ---
Very young Small 1d12 (24) +2 -2 +2 +2 0 -4 +2/+2 +2d6 +2 +1 +2 2d10 (20) ---
Young Medium 2d12 (36) +2 -2 +2 +2 0 -4 +3/+3 +3d6 +2 +1 +2 3d10 (20) ---
Juvenile Medium 2d12 (48) +4 0 +4 +2 +2 -2 +4/+4 +3d6 +4 +3 +4 4d10 (40) ---
Young adult Medium 3d12 (60) +4 0 +4 +4 +2 -2 +5/+5 +4d6 +4 +3 +4 5d10 (50) 5
Adult Large 3d12 (72) +4 0 +4 +4 +2 -2 +6/+6 +4d6 +4 +3 +4 6d10 (60) 10
Mature adult Large 4d12 (84) +6 +2 +6 +4 +4 0 +7/+7 +5d6 +6 +6 +6 7d10 (70) 15
Old Large 4d12 (96) +6 +2 +6 +4 +4 0 +8/+8 +5d6 +6 +6 +6 8d10 (80) 20
Very old Huge 5d12 (108) +6 +2 +6 +6 +4 0 +9/+9 +6d6 +6 +6 +6 9d10 (90) 25
Ancient Huge 5d12 (120) +8 +4 +8 +6 +6 +2 +10/+10 +6d6 +8 +9 +8 10d10 (100) 30
Wyrm Huge 6d12 (132) +8 +4 +8 +6 +6 +2 +11/+11 +7d6 +8 +9 +8 11d10 (110) 35
Great wyrm Gargantuan 6d12 (144) +8 +4 +8 +6 +6 +2 +12/+12 +7d6 +8 +9 +8 12d10 (120) 40

Dragon Abilities by Age
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 30 ft., Swim 30 ft. (poor) +0 10 (+0 natural), touch 10,
flat-footed 10
Immunity to Cold, and Electric. --- 5
Very young 30 ft., Swim 30 ft. (poor) +0 10 (+0 natural), touch 10,
flat-footed 10
--- --- 5
Young 30 ft., Swim 30 ft. (poor) +0 12 (+2 natural), touch 9,
flat-footed 12
--- 1st 10
Juvenile 40 ft., Swim 40 ft. (poor) +1 12 (+2 natural), touch 9,
flat-footed 12
Resistance 10 to Acid and Poison 3rd 10
Young adult 40 ft., Swim 40 ft. (poor) +1 14 (+4 natural), touch 8,
flat-footed 14
Locate object 5th 15
Adult 40 ft., Swim 40 ft. (poor) +1 14 (+4 natural), touch 8,
flat-footed 14
DR 10/Law 7th 15
Mature adult 50 ft., Swim 50 ft. (poor) +2 16 (+6 natural), touch 7,
flat-footed 16
9th 20
Old 50 ft., Swim 50 ft. (poor) +2 16 (+6 natural), touch 7,
flat-footed 16
Suggestion 11th 20
Very old 50 ft., Swim 50 ft. (poor) +2 18 (+8 natural), touch 6,
flat-footed 18
DR 15/Law 13th 25
Ancient 60 ft., Swim 60 ft. (poor) +3 18 (+8 natural), touch 6,
flat-footed 18
Find the path 15th 25
Wyrm 60 ft., Swim 60 ft. (poor) +3 20 (+10 natural), touch 5,
flat-footed 20
Discern location 17th 30
Great wyrm 60 ft., Swim 60 ft. (poor) +3 20 (+10 natural), touch 5,
flat-footed 20
DR 20/Law 19th 30

Kubitarou Appearance[edit]

The might of the Kubitarou cannot be easily extinguished, nor peacefully so.

By Josh Corpuz

From the hip down, the Kubitarou had a draconic lower half, where scales are a deep oceanic blue with patterns along the spine following down to the tail, that resembled closely to a Coral Snake's but were smokey hues of grey faded into charcoal black with small spines adorning it's surface. From the torso upward, Kubitarou are fair-skinned humanoids maintaining particularly attractive human complexions, though patches of scales along the arms and shoulders with slit reptilian eyes give away their heritage more visibly than a Yuan-Ti Pureblood. The Kubitarou stand eight feet tall, weighing approximately 2100-2300 pounds, with a total length of twenty-five feet from front to tip of tail. Their horns often curl in elongated manners during growth, much like a ram's horns but curling straight backwards being obsidian black with a glowing gold tip that is quite literally hot to the touch when succumbing to bouts of anger. Kubitarou can appear in almost any shade of blue or purple. Their wing membrane is either a dark grey/black with paler lightning-shaped streaks or blinding white. They have a very narrow, triangular face and large eyes. Their eyes are set back and it has three pairs of small fins on the side of the face behind the eyes. Kubitarou also has a central fin rising from the top of their head. A ragged ribbon of flesh runs down their back shortly after puberty. Kubitarou have a pronounced brow with a spike akin to eyebrows over each eye along with additional spikes on their heads akin to hair. they have spikes on their bodies as well; starting on their shoulders, down the spine, and ending at the tail.

Kubitarou Religion[edit]

Kubitarou are temperamental dragontaur who abstain from following Bahamut or Tiamut due to their personal religious warring, finding it too confrontational and absurd, thus worshiping draconian deities who are primarily unheard of or less well known.

Kubitarou Alignment[edit]

Tending towards the entire Neutrality spectrum, as being tempered during their growth by all the whimsical aspects of nature, Kubitarou are firm believers in fighting for their own destiny and futures. Only in rare extreme cases are members of the dragontaur race settled in cultured settlements where either Lawful Good claims them due to a prominent protective personality, or becoming convinced that pacifism is as toxic as becoming disillusioned by the world, refusing to seeing it as a hopelessly despairing world of little value.

Kubitarou Relations[edit]

The Kubitarou are most friendly with draconic and reptilian creatures, often trading and consorting with the tribal lizard-folk and other reptiles. They are neutral towards other races, but easily provoked by arrogant and rude behaviors.

Kubitarou Combat[edit]

Kubitarou are intelligent, proud, and skilled. They are slow to anger, but once angered, are unforgiving dragontaurs with powerful strength. They are competitive, willing to turn most things into a competition or game, such as slaying foes (often counting kills) though not meaninglessly as all kills must be purposeful in that it serves more than just selfish desires. Kubitarou are sly and devious. They are instinctively cunning and are not prone to taking risks, though they're not above thievery especially when it pertains to attracting mates that are true dragons, or collecting trinkets that contains particular knowledge not widely known. They are not the type to enter conflicts unless in defense of themselves or allies, finding wars meddlesome, and therefore take great efforts in isolating themselves from political affairs.

Kubitarou Special Abilities[edit]

Breath Weapon (Su): A Kubitarou’s breath weapon is a torrent of highly pressurized water and lightning that is 40 feet long, 10 feet wide, and 10 feet high. Creatures caught in the torrent must make a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier), or take steam damage (fire/bludgeoning) according to the Kubitarou's age category; a successful saving throw vs. breath weapon reduces the loss to ½ (round up). Upon a successful attack, the Kubitarou must wait 1d4 rounds to recharge for another use of their breath weapon, while target is stunned for 1d4 rounds. Unless this attack misses, the attacker will always have to recharge.

Charm Reptiles (Sp):

A great wyrm Kubitarou can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of Charm Monster.

Kubitarou Racial Traits[edit]

The Kubitarou have the following racial traits:

Type: Monstrous Humanoid (Dragon)

Crushing Jaws: Upon a successful grapple check, Kubitarou can initiate a Death Roll that requires a DC Fortitude Saving Throw of 25 while being dealt a powerful 1d10 piercing damage, which will increase to 2d10 damage if the Kubitarou is underwater or the target has the bleeding effect.

Claws: A Kubitarou's impressive claws gives it enhanced ability to climb, combined with its great strength a Kubitarou gains a +8 racial bonus on all Climb checks. A Kubitarou uses claws as natural attack with the feats Weapon Focus and Improved Critical.

Prehensile Tail: Able to manipulate objects with tail though limited to small light attachments ie. daggers, but enough to move light objects or grapple. A Kubitarou's long tail gives it exceptional balance, granting it great jumping skill and helps propel it through the water, a Kubitarou gains a +5 racial bonus on all Balance, Swim and Jump checks.

Camouflage: Kubitarou's mixed ocean colored scale patterns with green highlights give them a +2 to Hide checks in aquatic environments.

Racial Feats: Kubitarou naturally gain Improved Grapple, Power Attack, and Blind-Fight as racial feats.

Aquatic Hunter: Kubitarou gain a +4 to stealth while submerged.

Lizard Empathy: Kubitarou can speak to and understand communication with animals and races that have the Reptilian Subtype.

Awkward Build: Due to their tails and bumpy, scaly bodies, Kubitarou must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)

Reptilian Senses: Kubitarou have the Scent ability, being able to detect creatures within 60 feet. If the opponent is upwind, the range increases to 90 feet; if downwind, it drops to 30 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. Kubitarou possess Tremorsense of 60 feet in water and 30 feet on land, taking a -4 to hearing as Krawrk are not acute in listening for targets but moreso on movement and smells. Kubitarou use echolocation primarily when submerged in water to operate effectively without vision. This makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to 60 ft maximum.

Languages: Draconic Bonus Languages: Common, Sylvan

Favored Classes: Fighter

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