Shade said:
I agree with the immunity to mind-affecting abilities rather than actual Wisdom of 25.
It strikes me as stronger, but less hardy, than the shivhad. So maybe increase the Str and decrease the Con. Dex is useful for its heat ray, so maybe a slight increase?
Perhaps: Str 35, Dex 17, Con 21, Int 14, Wis 16, Cha 12?
that’s all fine by me.
Let’s have a look at everything else that’s not specifically flavor text:
In the larval stage, a draknor is 55' wide, 40' long, and about 25' high, not
including the several dozen feeding tendrils that trail beneath. These tendrils can reach amazing lengths, up to a mile long at times. A draknor larva cannot move from its lair and thus has no movement rate. Its feeding tendrils, however, can slither like snakes at a movement rate of 15 and can burrow through solid rock at a movement rate of 9. This burrowing is achieved by melting the stone with the draknor's intense heat.
The draknor supports itself with 12 rock-hard extensions that attach to nearby cave walls.
A draknor's shell is the consistency of stone; attacks against its main body, suport tentacles, or lizardlike arms and claws are against AC -7. Its four dorsal tentacles are somewhat softer; they have an armor class of -1. It is the draknor's feeding tendrils and the gap between its two shells that are the softest; here the draknor is only AC 2.
If a tentacle hits, it constricts its target for 2-12 hp damage per round, with no to-hit roll necessary in subsequent rounds. Breaking free requires a strength of at least 22 or the severing of the tentacle. Each tentacle has 30 hp in addition to the body's total. Instead of constricting a target, or if its claws hit a being of size L or smaller with a number four or more over the number needed to hit, the draknor pops the victim into its mouth. Swallowed PCs take 10-100 hp damage per round due to both acid and heat, and can escape only by doing 50 hp damage to the draknor's interior, which is AC 2. If this is done, the victim is spit up immediately.
Fire and heat heal the draknor for a number of hit points equal to the attack's normal damage, up to the creature's maximum hit points.
It is immune to and reflects mind blast as well.
The 30 tendrils that trail under the draknor's body tap into heat reserves (usually pools of magma, but any continual source of great heat will do). Each tendril takes 10 hp damage to sever. If all the tendrils are severed, the draknor will no longer have a method of consuming heat and will die of starvation in about two weeks. As long as at least one of the tentacles is even partially intact, the draknor will regenerate all damage at the rate of 3 hp per round. For every 10 tentacles severed, the number of hit points regenerated per round decreases by one.
A draknor has two ways to attack assailants at long range. First, it can send a burrowing tentacle through the rocky ground under a target, causing a minor, localized earthquake that knocks teh target down on a successful hit. The victim must also save vs. paralyzation or be stunned for 2-5 rounds. The draknor can attack up to three targets per round in this fashion.
Second, in any round that it is not swallowing something, a draknor can choose to forego its regeneration and spew the heat from its mouth at any one target. This heat takes the form of a ruby-red ray that is 1' wide and up to 200' long. If this attack hits, the target must save vs. breath weapon or take 5-60 (5d12) hp damage (half damage if the save is made). Although the draknor is not damaged by its own heat ray, neither can it heal itself by striking itself with this ray.