Medium-sized Monstrous Humanoid
Hit Dice: 3d8 (13 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 16 (+1 Dex, +5 natural)
Attacks: 2 claws +3 melee; or halfspear +3 melee
Damage: Claws 1d6; halfspear 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Blood lust, darkvision 60 ft., death throe, disease immunity, low metabolism
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 11, Dex 12, Con 10, Int 6, Wis 11, Cha 8
Skills: Hide +4, Listen +2, Move Silently +4, Search +1, Spot +2, Wilderness Lore +3.
Climate/Terrain: Temperate and warm desert, hills, and plain
Organisation: Solitary, gang (2-5), division (5-20), or tribe (61-100 traag, plus one 5th-level barbarian chieftain)
Challenge Rating: 1
Alignment: Usually chaotic evil
Advancement: By character class
The traag were among the early attempts to create draconians; however, they were one of the first experiments to survive. While not overly tall, they are emaciated and gangly. Traag have sharp taloned hands, crocodile-like snouts, and rough scales of a metallic brass colour.
For a time, since they lived and were considered good fighters (when they did fight), the Queen of Darkness considered the traag a success and many were bred. Over time, however, the negative traits of the traag became obvious: their cowardice, very low birth rate (each brass dragon egg only yielded a few viable traag), and a tendency to go berserk suddenly and unpredictably. The traag race was declared a failure, and abandoned in the lands of Old Aurim in Taladas.
Traag draconians are fierce fighters, adept with either weaponry or natural talons. At the same time, they are not naturally courageous—indeed they are extremely cautious and paranoid. They do not attack unless the odds are in their favour, either through numbers, the element of surprise, or clever strategies.
Traag often disdain the use of weapons and fight with their claws, unless there is some advantage to be had from the weapon—reach, greater effectiveness, or special functions. They don’t use missile weapons.
Blood Lust (Ex): Once it has successfully struck an opponent in melee, the traag is seized by blood-lust and becomes maniacally fearless. The traag fights without regard for losses and gains a +4 morale bonus to resist fear or similar effects for the rest of the encounter.
Death Thoe (Ex): On the round that a traag reaches 0 or fewer hit points, its body begins to bubble and rot away. This process takes one minute, leaving only a slimy puddle behind. Items carried by the traag are covered with filth but are otherwise unaffected.
Disease Immunity (Ex): Traag are immune to all natural diseases.
Low Metabolism (Ex): Traag can survive on one-tenth the food and water it takes to sustain a human.
The traag form themselves into small tribal bands; a chieftain leads each tribe. All members of the tribe are warriors—they are more completely mobilised than any other group in Taladas. Many traag tribes build their villages in the ruins of older civilisations. At the centre of a traag village is the tribal headquarters, surrounded by streets that are honeycombed with hidden sally ports, rockfalls, dead ends, and concealed ways. There are always two paths through the maze and sometimes more. Fanning out from the centre are different encampments, or "divisions," with varying responsibilities: for example, guarding a specific post or hunting in a given territory.
Although carnivores, traag are often reduced to scavenging. They are almost universally under-nourished, and will eat virtually anything that is put in front of them.
A traag’s favoured class is barbarian, and traag leaders tend to be barbarians or barbarian/adepts (see page 37 in the Dungeon Master’s Guide). Traag adepts favour spells that weaken or deceive enemies. Most traag spellcasters are adepts, but some may be clerics worshipping Hiteh (Hiddukel) or Erestem (the Queen of Darkness), who can choose two of the following domains: Evil, Destruction, Fire, and Trickery.