D&D Fight Club
Vinnamar Half-Dragon (Green) Half-Dragonkin Dracolich Cleric of Tiamat
By Robert Wiese

Design notes: This is about as much dragon as you can get in a creature that is not actually a dragon. I wanted to do something interesting with a lich, and there are only two ways to make liches. You can make a lich from a humanoid using the lich template in the Monster Manual, or you can make a dracolich from an evil dragon using the dracolich template in Monsters of Faerun. The half-dragon template changes a creature's type to dragon; thus I made a dracolich from something not a dragon in the sense that we usually think about them.

For this monster, you need a dragon cult, because making a dracolich is a ritual process that only evil cultists know about. If you are playing in the Forgotten Realms, you can use the Cult of the Dragon. If not, just make one up. A dragon cult is simply a group that worships, venerates, or uses dragons. You could have evil and good dragon cults, or one big cult with sections by dragon color or alignment, or whatever else you need.

Dragon cults have always been served by dragonkin, draconic humanoids that serve as shock troops and in other lesser capacities. Some dragonkin rise to higher status, usually because they are the product of a dragonkin and a dragon, or because they are unique in their intelligence. One of these influential individuals is Vinnamar, a cross between a green dragon and a dragonkin. The dragon cult started breeding these half-dragons to increase the power of their soldiers, though some are trained in the ways of the priesthood and serve Tiamat. Of these, a select few were chosen for their power or other talents. These were put through a new ritual to make them into undead dracolich dragonkin. Vinnamar is the first to survive the ritual. As a truly unique and formidable being, he has risen quickly to leadership of the cult. Now the humans do his bidding, rather than the other way round. Though he is undead, Tiamat still blesses him with power.

In combat, Vinnamar prefers to use his spells and breath weapon from a safe distance, or from the air, and let his followers soften up the adventurers. He is not afraid of combat at all, and will wade in with his spear or claws with gusto, but he also knows that he is a leader and leaders are more effective if they are not destroyed. Against high-level clerics he especially prefers to send followers, dragons if possible, to decimate the clerics so that they cannot bring their divine power to bear against him. When in melee, he prefers the heavy pick, the favored weapon of his deity, but will also bite (as a secondary attack: treat as fighting with two weapons and give a -4 penalty to his pick attacks and a -8 penalty to his bite attacks).

Here we offer three versions of Vinnamar for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. The cohorts and followers for the Leadership feat have not been detailed; you will have to make these yourself. Use the generic stats in the Dungeon Master's Guide, or use creatures from your own campaign that fit.

From the Monsters of Faerun accessory:

Dragonkin

Large Monstrous Humanoid (reptilian)

Dragonkin are humanoid creatures believed to be distant cousins of dragons. Found in wild tribes or serving human masters, their brute strength and sharp claws make them a deadly threat.

Dragonkin are 8-to-9-foot-tall humanoids with draconic features. Their scaled hides range from dark yellow to ochre to reddish brown with darker spots or bands. Their faces are decidedly dragonlike, with a long snout, a mane of thick hair, and small horns swept back behind their heads. They have green wings that lighten to gold or yellow, or sometimes wings that match the color of their bodies. Their long, scaled tails are not useful in combat, as a dragon's tail is, but their vicious claws certainly are. Dragonkin speak draconic.

Dragonkin prefer to fight in the air, swooping down to slash earth-bound opponents with their foreclaws. If forced to bring combat to the ground, dragonkin move in and use their claws or weapons.

Dragonkin have an overpowering desire to acquire magic items, and they attack characters who possess these items in preference to others. If possible, a dragonkin will grab a magic item from its opponent and flee with it, taking the item back to its cave (a disarm attempt). Dragonkin who are fighting on the ground do not take unreasoned risks to flee with items -- they never turn their backs on an opponent, for example. Cult dragonkin are better able to resist their instinctual desire for magic, and do not endanger or abandon their mission for the sake of these items.

[7th-level dragonkin]/3rd-level Cleric of Tiamat

[7th-level dragonkin]/9th-level Cleric of Tiamat

[7th-level dragonkin]/13th-level Cleric of Tiamat

Challenge Rating: 11

Challenge Rating: 17

Challenge Rating: 21

Hit Dice: 7d10 + 3d8

Hit Dice: 7d10 + 9d8

Hit Dice: 7d10 + 13d8

Hit Points: 51

Hit Points: 78

Hit Points: 96

Initiative Modifier: +1 (+1 Dex)

Initiative Modifier: +1 (+1 Dex)

Initiative Modifier: +3 (+3 Dex)

Speed: 40 ft., fly 40 ft. (good)

Speed: 20 ft., fly 40 ft. (good)

Speed: 20 ft., fly 40 ft. (good)

Armor Class: 25 (touch 10, flat-footed 24)

Armor Class: 25 (29 with boots of speed active) (touch 10, flat-footed 24)

Armor Class: 33 (37 with boots of speed active) (touch 10, flat-footed 24)

Attacks:

  • Bite +16 melee (1d8+8 +1d6 cold)

AND

  • 2 Foreclaws +11 melee (1d6+4 +1d6 cold)
  • Longspear +16/+11 melee (1d8+12 [crit x3])
    Note: this is a reach weapon, so it can strike foes 15 ft. away but not 5 ft. or 10 ft.
  • Heavy Pick +17/+12 melee (1d6+8 [crit x4])

Attacks:

  • Bite +20 melee (1d8+8 +1d6 cold)

AND

  • 2 Foreclaws +15 melee (1d6+4 +1d6 cold)
  • Longspear +20/+15/+10 melee (1d8+12 [crit x3])
    Note: this is a reach weapon, so it can strike foes 15 ft. away but not 5 ft. or 10 ft.
  • Heavy Pick +21/+16/+11 melee (1d6+9 [crit x4])

Attacks:

  • Bite +23 melee (1d8+8 +1d6 cold)

AND

  • 2 Foreclaws +18 melee (1d6+4 +1d6 cold)
  • Longspear +23/+18/+13/+8 melee (1d8+12 [crit x3])
    Note: this is a reach weapon, so it can strike foes 15 ft. away but not 5 ft. or 10 ft.
  • Heavy Pick +26/+21/+16/+11 melee (1d6+11 + 1d6 fire [crit x4])

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Low-light vision.
  • Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, polymorph, cold, electricity, acid death effects, necromantic effects, mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. Negative energy heals; cannot be raised.
  • Half damage from piercing or slashing weapons.
  • Spell Resistance 16.
  • Invulnerability -- If slain, its spirit returns to its phylactery. From there it can possess another reptilian or dragon corpse and turn it into a dracolich.
  • Rake -- Dragonkin make two additional attacks with their rear claws when attacking from the air: +11 melee and 1d6+4 +1d6 cold damage.
  • Detect Magic -- Innate detect magic as spell, as a free action.
  • Breath Weapon (Su) -- Cone of gas 30 ft. long, 6d6 damage, Reflex save DC 17 for half damage. Usable once per day.
  • Control Undead (Su) -- Once every 3 days, can cast control undead as 15th-level sorcerer. It cannot cast other spells while this spell is in effect.
  • Paralyzing Gaze (Su) -- Gaze paralyzes for 2d6 rounds unless Fort save DC 16 is made. If save is made, character is forever immune to the gaze power.
  • Paralyzing Touch (Su) -- Creatures struck by foreclaws or bite must make Fort save DC 16 or be paralyzed for 2d6 rounds. Making the save confers no immunity to this power for subsequent attacks.
  • Rebuke Undead (Su) -- Turn check 1d20+3. Usable 6 times per day.
  • Convert any prepared spells to inflict spells of same level.
  • Cleric Domains (spell lists below; these domains come from the Forgotten Realms Campaign Setting):
    Scalykind -- Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Usable 6 times per day.
    Tyranny -- Add +2 to DC of any compulsion spell cast.
  • Cleric Spells -- Cast 4/3+1/2+1 spells per day. Cannot cast good spells.

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Low-light vision.
  • Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, polymorph, cold, electricity, acid death effects, necromantic effects, mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. Negative energy heals; cannot be raised.
  • Half damage from piercing or slashing weapons.
  • Spell Resistance 16.
  • Invulnerability -- If slain, its spirit returns to its phylactery. From there it can possess another reptilian or dragon corpse and turn it into a dracolich.
  • Rake -- Dragonkin make two additional attacks with their rear claws when attacking from the air: +15 melee and 1d6+4 +1d6 cold damage.
  • Detect Magic -- Innate detect magic as spell, as a free action.
  • Breath Weapon (Su) -- Cone of gas 30 ft. long, 6d6 damage, Reflex save DC 17 for half damage. Usable once per day.
  • Control Undead (Su) -- Once every 3 days, can cast control undead as 15th-level sorcerer. It cannot cast other spells while this spell is in effect.
  • Paralyzing Gaze (Su) -- Gaze paralyzes for 2d6 rounds unless Fort save DC 16 is made. If save is made, character is forever immune to the gaze power.
  • Paralyzing Touch (Su) -- Creatures struck by foreclaws or bite must make Fort save DC 16 or be paralyzed for 2d6 rounds. Making the save confers no immunity to this power for subsequent attacks.
  • Rebuke Undead (Su) -- Turn check 1d20+3. Usable 6 times per day.
  • Convert any prepared spells to inflict spells of same level.
  • Cleric Domains (spell lists below, these domains come from the Forgotten Realms Campaign Setting):
    Scalykind -- Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Usable 5 times per day.
    Tyranny -- Add +2 to DC of any compulsion spell cast
  • Cleric Spells -- Cast 6/5+1/5+1/4+1/2+1/1+1 spells per day. Cannot cast good spells.
  • Leadership Feat -- Can attract loyal followers and a cohort. Leadership score 19. 13th-level cohort, 40 1st-level followers, 4 2nd-level followers, 2 3rd-level followers, 1 4th-level follower, 1 5th-level follower

Special Attacks/Qualities:

  • Darkvision 60 ft.
  • Low-light vision.
  • Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, polymorph, cold, electricity, acid death effects, necromantic effects, mind-influencing effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. Negative energy heals; cannot be raised.Half damage from piercing or slashing weapons.
  • Spell Resistance 16.
  • Invulnerability -- If slain, its spirit returns to its phylactery. From there it can possess another reptilian or dragon corpse and turn it into a dracolich.
  • Rake -- Dragonkin make two additional attacks with their rear claws when attacking from the air: +18 melee and 1d6+4 +1d6 cold damage.
  • Detect Magic -- Innate detect magic as spell, as a free action.
  • Breath Weapon (Su) -- Cone of gas 30 ft. long, 6d6 damage, Reflex save DC 17 for half damage. Usable once per day.
  • Control Undead (Su) -- Once every 3 days, can cast control undead as 15th-level sorcerer. It cannot cast other spells while this spell is in effect.
  • Paralyzing Gaze (Su) -- Gaze paralyzes for 2d6 rounds unless Fort save DC 16 is made. If save is made, character is forever immune to the gaze power.
  • Paralyzing Touch (Su) -- Creatures struck by foreclaws or bite must make Fort save DC 16 or be paralyzed for 2d6 rounds. Making the save confers no immunity to this power for subsequent attacks.
  • Rebuke Undead (Su) -- Turn check 1d20+3. Usable 6 times per day.
  • Convert any prepared spells to inflict spells of same level.
  • Cleric Domains (spell lists below, these domains come from the Forgotten Realms Campaign Setting):
    Scalykind -- Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Usable 5 times per day.
    Tyranny -- Add +2 to DC of any compulsion spell cast
  • Cleric Spells -- Cast 6/6+1/6+1/5+1/5+1/3+1/2+1/1+1 spells per day. Cannot cast good spells.
  • Leadership Feat -- Can attract loyal followers and a cohort. Leadership score 23. 16th-level cohort, 90 1st-level followers, 9 2nd-level followers, 5 3rd-level followers, 3 4th-level followers, 2 5th-level followers, 1 6th-level follower.

Saving Throws:
Fortitude +7
Reflex +7
Will +10

Saving Throws:
Fortitude +14
Reflex +13
Will +18

Saving Throws:
Fortitude +16
Reflex +16
Will +21

Strength: 27

Strength: 27

Strength: 27

Dexterity: 12

Dexterity: 12

Dexterity: 16

Constitution: --

Constitution: --

Constitution: --

Intelligence: 12

Intelligence: 12

Intelligence: 12

Wisdom: 15

Wisdom: 17

Wisdom: 18

Charisma: 17

Charisma: 17

Charisma: 17

Skills : Balance +5, Concentration +4, Hide -3, Intimidate +13, Jump +18, Listen +12, Sense Motive +6, Speak Common, Spellcraft +5, Spot +12, Wilderness Lore +3.

Skills : Balance +5, Concentration +12, Hide -3, Intimidate +13, Listen +13, Sense Motive +7, Speak Common, Spellcraft +15, Spot +13, Wilderness Lore +4.

Skills : Balance +7, Concentration +16, Hide -1, Intimidate +13, Knowledge (religion) +6, Listen +14, Sense Motive +8, Speak Common, Spellcraft +18, Spot +14, Wilderness Lore +5.

Feats : Combat Casting, Flyby Attack, Great Fortitude, Martial Weapon Proficiency (heavy pick).

Feats : Combat Casting, Flyby Attack, Great Fortitude, Leadership, Martial Weapon Proficiency (heavy pick), Maximize Spell.

Feats : Combat Casting, Flyby Attack, Great Fortitude, Leadership, Martial Weapon Proficiency (heavy pick), Maximize Spell, Quicken Spell.

Alignment: Neutral Evil

Alignment: Neutral Evil

Alignment: Neutral Evil

Languages: Draconic, Common

Languages: Draconic, Common

Languages: Draconic, Common

Equipment: The bonuses for these items are included in the statistics above. Bracers of armor +2, necklace of prayer beads (karma), boots of striding and springing, masterwork heavy pick.

Equipment: The bonuses for these items are included in the statistics above. Ring of resistance +4 (works as cloak of resistance +4),bracers of armor +2, pearl of power (2nd level spells), pearl of power (5th-level spells), necklace of prayer beads (karma), boots of speed, +1 heavy pick, brooch of shielding.

Equipment: The bonuses for these items are included in the statistics above. Ring of resistance +4 (works as cloak of resistance +4),bracers of armor +6, gloves of dexterity +4, ring of protection +2, pearl of power (2nd-level spells), pearl of power (5th-level spells), pearl of power (7th-level spells), necklace of prayer beads (karma), boots of speed, +3 flaming heavy pick, brooch of shielding,necklace of fireballs type II, potion of bull's strength.

Scalykind domain spell list:
1. Magic fang 6. Eyebite
2. Animal trance* 7. Creeping doom (composed of tiny snakes)
3. Greater magic fang 8. Animal shapes*
4. Poison 9. Shapechange
5. Animal growth*
* Affects ophidian and reptilian creatures only

Tyranny domain spell list:
1. Command 6. Geas/quest
2. Enthrall 7. Bigby's grasping hand
3. Discern lies 8. Mass charm
4. Fear 9. Dominate monster
5. Greater command

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada and writes gaming goodies from time to time. He also gardens a lot and devotes as much time as possible to his beloved significant other


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