Xeres / Races / Green Draconian

Green Draconian

Player Race
Green Draconian

Description: Green Draconians are imposing reptilian humanoids with emerald scales that seem to shift and blend with natural surroundings. Standing between 6 and 7 feet tall, they possess lean but wiry builds optimized for stealth and agility, and elongated snouts filled with sharp teeth. Their eyes glow with an inner forest light, and their scales often emit a faint toxic mist when they are threatened or agitated. Green Draconians have pronounced claws, powerful tails, and branch-like horns that curve naturally from their skulls. Their scales range from deep forest green to bright jade, with venomous yellow accents along throat.

Society: Green Draconians are cunning naturalists who form secretive communities hidden within forests and wilderness areas. They tend to have carefully planned families, viewing each child as a strategic investment in their clan's future. Their societies are organized around natural cycles and territorial boundaries, with major celebrations marking seasonal changes and successful hunts. Green Draconians value cunning, patience, and mastery over nature's secrets above direct confrontation. They excel at wilderness survival, herbalism, and strategic thinking, making them valuable scouts, rangers, and advisors to those who earn their trust.

Relations: Green Draconians are often viewed with wariness due to their secretive nature and association with poisons and toxins. They respect humans for their adaptability and potential for strategic thinking, appreciate elven connection to nature and long-term planning, and find common ground with halflings over their love of comfort and security. However, their manipulative tendencies and preference for indirect solutions can create trust issues. They have particular difficulty with those who prefer direct, honest confrontation over subtle maneuvering. Other draconian colors sometimes view them as untrustworthy and scheming, while Green Draconians see their cousins as dangerously predictable and lacking in subtlety.

Male Names: Venomclaw, Thornmaw, Toxicus

Female Names: Ivyria, Poisandra, Verdania


Racial Traits

  • Ability Score Modifiers: +2 WIS, +2 DEX, -2 CHA
  • Type: Humanoid (Draconian)
  • Size: Medium
  • Base Speed: 30ft
  • Starting Languages: Common and Draconic

Other Traits

All Green Draconian characters also can choose 3 of the following abilities. If multiple abilities affect an attribute or skill, only the highest bonus is applicable.

  • Draconic Heritage: Gain immunity to magical sleep effects and paralysis.
  • Forest Magic: Can cast Detect Poison and Detect Snares and Pits each once per day as spell-like abilities.
  • Low-Light Vision: Gain the ability to see twice as far as normal in dim light.
  • Natural Weapons: Gain a bite attack (1d4 damage) and two claw attacks (1d3 damage each). These are primary natural attacks.
  • Nature's Ally: Gain a +2 racial bonus on Knowledge (Nature) and Survival checks.
  • Poison Resistance: Gain poison resistance and a +2 racial bonus on saves against poison effects.
  • Stealthy: Gain a +2 racial bonus on Stealth checks, doubled in forest environments.
  • Toxic Breath: Gain a breathweapon that shoots in a 25-foot cone. Does 3d6 poison damage, FORT (10+CharacterLevel) save for half.
  • Venomous Touch: Once per combat, touch attack deals 1d4 poison damage and causes nausea for 1 round.
  • Vestigial Wings: Gain a pair of undersized, leathery wings. These wings cannot provide actual flight but offer a controlled glide when falling.