Dragons are viewed as one of the highest order beings of the Second Creation, but speculation still abounds regarding the evolution and true nature of Dragonkind. However, most scholars agree that they existed long before the Downfall of the Third Creation, with life spans stretching so long as to make them effectively immortal. It is thought that Dragons were the first Spirit beings to emerge at the dawn of the Second Creation, albeit in a much more primitive form than the Dragons found in present times within the Realm of Strife. The most common theory is that these primeval dragons began to absorb and master the spiritual forces at work in the Realms of Origin. After countless eons the dragons gained supremacy over all other beings of spirit and substance, becoming caretakers, guardians, and even rulers over their own Realms of Origin.
After the Downfall of the Third Creation, it is believed that like so many other beings, most of the Dragons were cast out of their Realms of Origin and exiled to the Realm of Strife. Though, some speculate that the Dragons remain one of the few creatures capable of crossing between Realms: if this is truly the case, then it is one of their most closely guarded secrets.
Regardless of the speculation’s of mere mortals, Dragons are undeniably powerful and intelligent creatures. While adept at magic, they are also very capable of wielding tooth and claw to deadly effect, and possess natural weapons and abilities that mirror the magic they control.
There are many different variant species of Dragons, referred to as Dragonflights. However, many of these Dragonflights share common characteristics, and are therefore grouped into four metaraces.
Contents
Chromatic Dragon
Chromatic Dragons are the most common metarace, “common” being a relative term, for no Dragon should ever be considered common in the Realm of Strife. Gaining their name from the variety of vibrant colors that their near impenetrable scales take on, the Chromatic Dragon in many ways resembles a massive winged reptile. Chromatic Dragons also lay eggs as do reptiles, however, it is here that any resemblance ends. Read more…
Perhaps most prominent of the Chromatic Dragon’s features is its ability to use its breath as a deadly weapon. This could be billowing flame, streams of acid, a cloud of toxic vapor, gale force winds, or many other forms of breath depending on where the Dragon draws its origin.
Chromatic Dragons are also well known for taking on the form of the mortal races of the Third Creation. For some Dragons this is the perfect disguise to meddle in the affairs of these mortal races. Others take on these forms to appear less threatening, or even out of admiration, coveting their mortal forms.
Draconid
The Chromatic Dragonflight is unique in that it contains both true Dragons and a subspecies called Draconid. Draconids are no true part of Creation, but instead a hybrid between Chromatic Dragons and the mortal races of the Third Creation. These creatures are the result of breeding programs; some voluntary and others quite the opposite, but generally always reviled by the mortal races. Read more…
This cross breeding is only possible because mature adult Chromatic Dragons possess a limited ability to manipulate the Substance of Creation and take on the forms of the Third Creation. In these forms they can mate with both males and females of the mortal races, their union resulting in hard shelled eggs, similar to true Dragon eggs, though generally much smaller.
Due to the limited capacity and often fatal risk to mortal females who bear Draconid eggs, those Dragons wishing to create Draconids on a large scale generally seek the more practical solution of having a female Dragon impregnated by a mortal male, allowing for a large clutch of eggs to be produced.
Metallic Dragon
Metallic Dragons are similar in size to Chromatic Dragons and share many of the same traits. However, the most obvious difference between these two Dragonflights is that the scales of the Metallic Dragon take on a metallic appearance. Another difference is that the Metallic Dragon does not have the natural ability to use their breath as a weapon and are more likely to fight with tooth and claw. Their bodies are well adapted for close combat, with claws, horns, innumerable spikes and barbed protrusions arranged across their massive bodies. Read more…
Metallic Dragons are as adept at spell casting as their Chromatic counterparts, and are even able to naturally project these forces in an aura around themselves to act as either a defence mechanism or a natural weapon.
While they too can take on the form of mortals, Metallic Dragons are less inclined to do so, for their draconic features and metallic skin easily betray their true form. While in mortal form they are likewise capable of creating Draconids. However, most Metallic Dragonflights see these practices as abhorrent and strictly forbid their kind from mating while in mortal form.
Proto Dragon
The recent discovery of the Primeval Dragonflight within the Realm of Strife has thrown many theories regarding Dragons into uncertainty and has led to the creation of the Proto Dragon metarace. This bestial and primitive form of dragon lacks the intelligence of the other Dragonflights, yet it dwarves them in both size and ferocity. Stranger yet is their complete lack of ability to use or manipulate the Spiritual forces of magic, appearing particularly susceptible to them. Read more…
Does the Proto Dragon represent the original form of Dragonkind before some among them evolved into more advanced species according to their Realms of Origin? Or did all Dragons arrive upon the Realm of Strife in this form, only to be altered by the rampant spiritual energies like so many other beings during the birth of the Realm of Strife?
Crystal Dragon
Crystal Dragons are extremely rare and have been seen by very few mortals that live. Unlike other Dragons, they do not lay eggs or even birth their young in the conventional sense, being asexual in nature. Instead, Crystal Dragons grow their young out of crystals native to their form. Young Crystal Dragons are essentially inanimate crystal structures shaped like dragons, beautiful to behold, and exceptionally valuable to own. Read more…
In this state, Young Crystal Dragons are so vulnerable to being destroyed or harvested that few ever make it to maturity. As such, adult Crystal Dragons are extremely protective of their young and will attempt to grow them in secluded dens deep in the earth, or even beyond the earth altogether. By the time the crystals are mature enough to take on a life of their own, they are already comparable in size and maturity to the Drakes of other Dragonflights.
Crystal Dragons possess neither a natural breath weapon, nor a spiritual aura, but instead have the ability to channel powers through their crystalline form. When they do take mortal form, Crystal dragons maintain crystalline skin, making it almost impossible to mask their true nature.
Dragonflights
Each metarace of Dragonkind contains many different Dragonflights, with their own variant qualities, habitats, temperaments, and attitudes towards ‘mortals.’
Metarace | Dragon Flight | Realm of Origin | Alignment | Polarity | Spirit Powers | Temperment | Experimentation | Natural Ability | Favored Forms | Draconids | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Order | Metarace | Dragon Flight | Alternate Names | Realm of Origin | Alignment | Polarity | Spirit Powers | Temperment | Experimentation | Natural Ability | Favored Forms | Draconids | Monarch |
Dragonkind | Chromatic Dragon | Red | The Furnace | Evil | Chaos | Fire | Quarrelsome | Overlooked - The Red Dragonflight overlooks or ignores mortals efforts to create or manipulate Fire powers | Breath, Fire | Ogres, Orcs, Humans | Yes | Emperor | |
Dragonkind | Chromatic Dragon | Yellow | The Furnace | Evil | Chaos | Acid | Quarrelsome | Encouraged - The Yellow Dragonflight actively encourages and even participates in mortals efforts to create or manipulate Acid Powers | Breath, Acid | Orcs, Goblins | Yes | King | |
Dragonkind | Chromatic Dragon | Green | Eden | Neutral | Balance | Toxic | Xenophobic | Discouraged - The Green Dragonflight discourages mortals from creating or manipulating Toxic powers, actively intervening if necessary | Breath, Poison | Wild Elves, Centaurs | Yes | Queen | |
Dragonkind | Chromatic Dragon | Blue | Stillness | Good | Order | Water | Distrustful | Moderated - The Blue Dragonflight is actively involved in moderating mortals efforts to create or manipulate Water powers | Breath, Geyser | Humans, Elves | Yes | Empress | |
Dragonkind | Chromatic Dragon | Black | The Void | Evil | Chaos | Shadow | Meddlesome | Encouraged - The Black Dragonflight actively encourages and even participates in mortals efforts to create or manipulate Shadow Powers | Breath, Withering | Elves, Humans, Orcs | Yes | King | |
Dragonkind | Chromatic Dragon | Grey | Storms | Good | Chaos | Wind | Quarrelsome | Monitored - The Grey Dragonflight monitors (from a distance) mortals efforts to create or manipulate Wind powers | Breath, Gale | Elves, Kayden | Yes | King | |
Dragonkind | Chromatic Dragon | White | Frost Dragon | Stillness | Evil | Order | Frost | Arrogant | Encouraged - The White Dragonflight actively encourages and even participates in mortals efforts to create or manipulate Frost Powers | Breath, Frost | Humans, Minotaurs | Yes | Emperor |
Dragonkind | Chromatic Dragon | Purple | Mana Dragon | Wonders | Neutral | Balance | Mana | Meddlesome | Encouraged - The Purple Dragonflight actively encourages and even participates in mortals efforts to create or manipulate Mana Powers | Breath, Arcane | Halflings, Gnomes | Yes | King |
Dragonkind | Crystal Dragon | Diamond | Light Dragon | Dawn | Good | Order | Light | Aloof | Prohibited - The Diamond Dragonflight strictly prohibits mortals from creating or manipulating Solar powers | Ability, Invisibility | Can not change forms | Not possible | King |
Dragonkind | Crystal Dragon | Emerald | Eden | Good | Balance | Nature | Friendly | Monitored - The Emerald Dragonflight monitors (from a distance) mortals efforts to create or manipulate Nature powers | Ability, Regrowth | Can not change forms | Not possible | Queen | |
Dragonkind | Crystal Dragon | Onyx | Void Dragon | The Void | Evil | Chaos | Void | Quarrelsome | Moderated - The Onyx Dragonflight is actively involved in moderating mortals efforts to create or manipulate Void powers | Ability, Energy Drain | Can not change forms | Not possible | Emperor |
Dragonkind | Crystal Dragon | Amethyst | Wonders | Neutral | Balance | Null | Xenophobic | Discouraged - The Amethyst Dragonflight discourages mortals from creating or manipulating Null powers, actively intervening if necessary | Ability, Anti-Magic | Can not change forms | Not possible | King | |
Dragonkind | Crystal Dragon | Quartz | Storm Dragon | Storms | Evil | Chaos | Storm | Arrogant | Overlooked - The Quartz Dragonflight overlooks or ignores mortals efforts to create or manipulate Storm powers | Ability, Lightning Horns | Can not change forms | Not possible | Queen |
Dragonkind | Metallic Dragon | Tranilium | Chrono Dragon | The Cosmos | Neutral | Balance | Temporal | Distrustful | Prohibited - The Tranilium Dragonflight strictly prohibits mortals from creating or manipulating Temporal powers | Aura, Temporal | High Elves | Prohibited | Empress |
Dragonkind | Metallic Dragon | Gold | Sun Dragon | Dawn | Good | Order | Solar | Meddlesome | Monitored - The Gold Dragonflight monitors (from a distance) mortals efforts to create or manipulate Light powers | Aura, Solar | Humans, Desert Creatures | Prohibited | King |
Dragonkind | Metallic Dragon | Silver | Celestial Dragon | The Cosmos | Good | Balance | Celestial | Aloof | Discouraged - The Silver Dragonflight discourages mortals from creating or manipulating Celestial powers, actively intervening if necessary | Aura, Cosmic | High Elves | Prohibited | Queen |
Dragonkind | Metallic Dragon | Copper | Earth Dragon | The Forge | Good | Order | Earth | Friendly | Discouraged - The Copper Dragonflight discourages mortals from creating or manipulating Earth powers, actively intervening if necessary | Aura, Dust | Dwarves, Gnomes, Burrowing Beasts | Yes | King |
Dragonkind | Metallic Dragon | Iron | The Forge | Evil | Order | Metal | Distrustful | Discouraged - The Iron Dragonflight discourages mortals from creating or manipulating Metal powers, actively intervening if necessary | Aura, Slow | Dwarves, Burrowing Beasts | Yes | King | |
Dragonkind | Proto Dragon | Primeval | Eden | Neutral | Balance | None | Bestial | N/A - The Primeval Dragonflight cannot speak the Dragon Tongue and therefore are not gifted with magic | Ability, Baleful Roar | Can not change forms | Not possible | N/A |
Dragon Ages
Dragons never stop growing from the moment of their birth until their death. Thus, the age of a dragon is equal to its relative size. Hatching at sizes similar to a full grown bird of prey, Dragons can grow to immense sizes if they survive long enough.
wdt_ID | Age | Typical Size | Spirit Tier | Description |
---|---|---|---|---|
1 | Hatchling | Tiny* | 0 | Freshly hatched up to approximately 1 year in age. Cannot yet speak but can use rudimentary magic. Though they are born with wings, flying capabilities are more of a prolonged hop than true flight. |
2 | Whelp | Small* | 1 | Less than 10 years of age, whelps do not stray far from their den, but have developed the ability to fly. They have also gained a basic knowledge of the Dragon Tongue, allowing them to cast spells. |
3 | Wyrm | Large* | 2 | From 10 to 100 years of age, Wyrms will venture out on their own; learning to hunt and explore the wider world, though generally still return to the den where they were born. While they are fluent in the dragon tongue they still have not gained the ability to converse with the mortal races, nor take on their forms. |
4 | Drake | Huge* | 4 | Around 100 to 1,000 years of age, Drakes will seek independence from their brood, often living in solitude. However the familial ties remain strong, even allowing for communication over vast distances. Drakes are well adept at spell casting, and also typically learn the tongues of the mortal races. Depending on the Dragonflight, they may even interact with them on a regular basis. However, they still have not mastered the ability to take on mortal form (except in the rare case where they take on the form of a child), nor can they yet reproduce. |
5 | Dragon (adult/mature) | Massive* | 5 | After almost 1,000 years Dragons reach full adult maturity. Gaining proficiency with magic and mortal tongues. By this age they are quite capable of taking on mortal forms if they so desire, and may be actively involved in development of the races of the Third Creation, particularly as it pertains to the use of magic. adult Dragons also become capable of reproducing, and will typically seek out a mate, in one form or another. If a successful mating occurs, the pair become bonded and will remain together to protect and care for their young, guarding their den with deadly resolve. |
6 | Lord | Gargantuan | 6 | A Dragon Lord is an older adult Dragon that has grown powerful enough to gain near mastery of their respective forms of magic and hold the respect and allegiance of many of their fellow dragons. So powerful is a Dragonlord that, in the absence of a Regal Dragon, they can at times rule over an entire Dragonflight. Often times a Dragon Lord is infact the mature offspring of a Regal Dragon, and is a Dragon Prince or Princess. If a Monarch Dragon perishes, the power vacuum left in their wake will often see several Dragonlord’s vie for control over a Dragonflight, perhaps even coming into conflict with the deceased Monarch’s Consort. |
7 | Consort | Gargantuan | 6 | A Consort is an older adult Dragon that is the mate or companion of a Regal Dragon. Though they are well over a thousand years of age, they are typically still younger than their Regal mate, and often will become a Regal Dragon themselves if their mate should perish. While their power and authority is generally no more than that of a Dragon Lord, Prince or Princess, the face that they are mated to a Regal Dragon puts them near the pinnacle of Dragonkind. |
8 | Regal | Gargantuan | 7 | A Regal dragon is one who has mastered the spiritual arts of magic, gaining power over life and death itself. Having lived for thousands of years, there is thought to be few older or wiser beings of the Second Creation. While they are fit to rule, not every Regal Dragon in fact rules over its own Dragonflight. Some live in exile, or simply choose a different life. Those Regal Dragonsthat do rule are sometimes referred to as a Monarch Dragon, giving themselves titles such as King, Queen, or Emperor. |
9 | Ancient | Colossal | 7+ | Unlike other races, Dragons never cease to grow larger, nor do their bodies wither and decay with age. As such an Ancient Dragon is the largest of their kind, measuring its life in tens of thousands of years. Having long ago mastered magic, and even perhaps once ruling over their Dragonflight, they have since moved on. Often as a result of having lost a beloved Consort, Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time. |
10 | Progenitor | Beyond Colossal | 7+ ??? | A Progenitor Dragon is believed to be the very first of its kind. Whether any Progenitor Dragons remain alive throughout creation is unknown. If any do exist their size would be almost beyond comprehension. Progenitor Dragons are outside of the scope of the Codex of Creation. |
*Proto Dragons are naturally larger than other Dragons, and as such, are one creature size larger at each Age (with the exception of Ancient)
Codex of Dragonkind
The Codex of Dragonkind is the master list of all Dragonkind available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Dragonkind exists, not all entries are currently complete. The Codex of Dragonkind continues to expand as designers create new entries.
If you are looking for any Dragonkind that do not appear in this list please contact us to request that an entry be added to the codex and we will endeavour to publish your request in a timely manner.
Creation | Order | Creature Name | Metarace | Breed | Dragonflight | Class/Role | Rank/Age | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Second | Dragonkind | Black Draconid, Brood Slave | Chromatic Dragon | Draconid | Black | Fodder | Brood Slave | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 4 | 61 (39+4d10) | 19 | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 33; Armor 24; Dodge 9 |
Arcane 18; Elemental 26; Natural 22; Holy 16; Demonic 17; Mental 18 | Move 5; Str 13; Agil 9; Stam 13; Int 9; Wis 9; Avd 9; Per 11; Res 8; Init 8; Cha 3 | Draconic, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 plus Scales, Light x8 | Claws x2 (1d8) | Slave Chains: Passive. While chained to fellow brood member 50% of damage done to fellow is done to brood slave instead, brood slave gains +2dam each time this occurs, max +6. Chains are max 4" long, can only be broken if struck for 10+ dam & passing a str test. When broken, the ends of the Slave Chains coil around the slave and the one who broke the chain, silencing and rendering immobile until dispelled (with Resistance of 35) or taking damage. |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
Brood slaves are typically found chained to fellow brood members to both serve them and protect them |
0-1 Dark Matter | Offspring of black dragons and human or elf slaves | ||
Second | Dragonkind | Black Draconid, Dark Spawn | Chromatic Dragon | Draconid | Black | Infantry | Dark Spawn | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 8 | 119 (75+8d10) | 31 | 5 | Medium (Upright) | 0 | -2 Hit; 2% Crit. (99+); +1 Damage | +5 Hit; 5% Crit. (96+) | +2 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 48; Armor 46; Dodge 2; Stiff 4; Double Layer 3 |
Arcane 10; Elemental 30; Natural 20; Holy 20; Demonic 15; Mental 10 | Move 5; Str 15; Agil 4; Stam 15; Int 5; Wis 5; Avd 6; Per 11; Res 10; Init 10; Cha 4 | Draconic & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x4 over Cloth, Quilted x3 plus Scales, Light x8 | 1 Handed Weapon & Shield, Typ. Scimitar: 1d6+1d4+1 damage & Round Shield: Block (+2) | Dark Blade: Passive. Any weapon a Dark Spawn uses inflicts an additional +1d8 shadow damage and Silences for 1 rnd (effect & damage can be resisted) Duplicitous Shadow: once/battle. Summons a shadow copy of itself w/in 2" that is immune to all damage, cannot attack, but moves immediately. Remains in play untill it reaches base contact with another model then explodes in a 0.5" radius for 2d12+4 shadow damage. |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
0-2 Dark Matter | Offspring of black dragons and humans | |||
Second | Dragonkind | Black Draconid, Destroyer | Chromatic Dragon | Draconid | Black | Brute | Destroyer | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 14 | 219 (128+14d12) | 143 | 11 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 3% Crit. (98+); +2 Damage | +10 Hit; 7% Crit. (94+) | +11 Hit; 10% Crit. (91+) | +13 Hit; 10% Crit. (91+) | AC 73; Armor 73; Dodge 0; Stiff 7; Double Layer 4 |
Arcane 16; Elemental 32; Natural 26; Holy 28; Demonic 24; Mental 18 | Move 5; Str 18; Agil 0; Stam 16; Int 8; Wis 10; Avd 4; Per 11; Res 14; Init 14; Cha 2 | Draconic, Common, Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x7 over Leather x4 plus Scales, Light x8 | 2H Melee Weapon (in 1 hand) with Sweeping Attacks II, typ: Bardiche (1d10+2d6, Reach 1, ward-off) & Golem Knuckle in Off Hand (uses RankV Focus Skills, 1d10+3 dam, 5% stun) | Withering Breath II: 1d8+1d6+2 Dark Damage |
Focus Skills (off-hand): Dragon Punch V, Bone Breaker V, or Internal Bleeder V (assume Focus permanently set at 5 with +2 to Focus Roll) |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water Sweeping Attacks II: Melee attacks hit in a 180 degree arc at maximum Reach Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Has up to 9 XP worth of Dark/Shadow/Void Crafted and Enchanted gear, typical: Frightful Armor x6 & Greater Nightfall on Bardiche (+2 Shadow Damage & crits Silence for 1 rnd) |
2d6 Dark Matter | Offspring of black dragons and orcs | |
Second | Dragonkind | Black Draconid, Enslaver | Chromatic Dragon | Draconid | Black | Protector | Enslaver | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 12 | 183 (105+12d12) | 52 | 6 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 3% Crit. (98+); +1 Damage | +8 Hit; 6% Crit. (95+) | +10 Hit; 9% Crit. (92+) | +10 Hit; 9% Crit. (92+) | AC 57; Armor 54; Dodge 3; Stiff 5; Double Layer 4 |
Arcane 18; Elemental 30; Natural 24; Holy 26; Demonic 22; Mental 18 | Move 5; Str 15; Agil 4; Stam 15; Int 9; Wis 9; Avd 8; Per 11; Res 13; Init 13; Cha 5 | Draconic & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x5 over Cloth, Quilted x4 plus Scales, Light x8 | Chain Whip x2 (1d10+2, melee range 3) | Can sacrifice the use of 1 or both weapons to cast Enslaving Chains, cast w/ 1st weapon = instant, w/ 2nd weapon = action |
Enslaving Chain: LOS required, roll vs Arcane resist, range 12", single target. While chained target cannot move except towards enslaver & 50% of any dam done to enslaver is instead inflicted on chained victum. If re-cast on a target that is already chained can pull them uo to 1d6+2" towards the Enslaver. Chains can only be broken if struck for 10+ dam & passing a str test. When broken, the ends of the Slave Chains coil around the victum and the one who broke the chain, if failing an Arcane resist they are Silenced and Immobilized until dispelled (with Resistance of 35) or taking damage. |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
1d6 Dark Matter | Offspring of black dragons and humans | ||
Second | Dragonkind | Black Draconid, Saboteur | Chromatic Dragon | Draconid | Black | Ambusher | Saboteur | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 10 | 145 (90+10d10) | 38 | 5 | Medium (Upright) | 0 | +6 Hit; 4% Crit. (97+) | +5 Hit; 4% Crit. (97+) | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | AC 45; Armor 36; Dodge 9; Double Layer 5 |
Arcane 20; Elemental 30; Natural 25; Holy 24; Demonic 22; Mental 20 | Move 5; Str 13; Agil 12; Stam 15; Int 10; Wis 10; Avd 9; Per 11; Res 12; Init 12; Cha 5 | Draconic & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 over Cloth x5 plus Scales, Light x8 | One Handed Weapon, typ: Balanced Axe (1d12+1) | Explosive Concoction: Bottle x3. Can throw as an off-hand attack at range equal to Strength. Explodes on impact (can only be dodged) inflicting (1d4+4)x3 damage |
Impair Armour III (unlimited), Sever III x3, Swift Kick III x3 |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d4 Dark Matter | Offspring of black dragons and humans | ||
Second | Dragonkind | Black Draconid, Shadow Agent | Chromatic Dragon | Draconid | Black | Ambusher | Shadow Agent | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 13 | 184 (113+13d10) | 46 | 6 | Medium (Upright) | 0 | +16 Hit; 11% Crit. (90+) | +13 Hit; 10% Crit. (91+) | +15 Hit; 11% Crit. (90+) | +13 Hit; 10% Crit. (91+) | AC 47; Armor 37; Dodge 10 |
Arcane 26; Elemental 30; Natural 26; Holy 30; Demonic 26; Mental 24 | Move 5; Str 13; Agil 14; Stam 15; Int 13; Wis 11; Avd 10; Per 11; Res 15; Init 15; Cha 5 | Draconic, Silent Tongue, Common, Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x7 plus Scales, Light x8 | 1H Sword & Knife, typical: Scimitar (1d6+1d4+1) & Kukri (1d8+1) | From the Shadows: passive, if hidden leap 5" & next attack (main & off hand) have +25% crit Meld into Shadow: inst, become hidden when in shadows Seed of Doubt: instant, single target w/in 12", -5 Initiative Score until passing a Stat test on targets lowest overall stat, once passed Seed of Doubt can be used again in future rounds but not against the same stat (i.e. use next lowest) |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d8 Dark Matter | Offspring of black dragons and elven assassins | |||
Second | Dragonkind | Black Draconid, Shadowmancer | Chromatic Dragon | Draconid | Black | Mage | Shadowmancer | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 6 | 81 (48+6d10) | 28 | 4 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +9 Hit; 8% Crit. (93+) | +6 Hit; 7% Crit. (94+) | AC 38; Armor 28; Dodge 10 |
Arcane 28; Elemental 24; Natural 23; Holy 22; Demonic 22; Mental 25 | Move 5; Str 11; Agil 10; Stam 12; Int 14; Wis 11; Avd 10; Per 13; Res 11; Init 12; Cha 7 | Draconic (Dragon Tongue), Common, Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Metal Staff (2d6+1, ward off) | Shadow Powers: Dark Shield x2 (T3 instant), Dark Orb x6 (T3 action), Fear x2 (T3 action), Shadow Rain x1 (T3 action) |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
0-2 Dark Matter, 0-1 Minor Spirit Potion | Offspring of black dragons and elven mages | |||
Second | Dragonkind | Black Dragon | Chromatic Dragon | Dragon | Black | Magical | Dragon | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 15 | 485 (320+30d10) | 468 | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 40; Natural 37; Holy 32; Demonic 33; Mental 36 | Move 10; Str 20; Agil 16; Stam 20; Int 19; Wis 17; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Withering Breath IV: 4d10+6 Dark Damage |
Can use up to Tier 5 Shadow Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity II (Dark): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans, Orcs) |
5d10 Dark Matter | ||
Second | Dragonkind | Black Dragon Consort/Lord | Chromatic Dragon | Dragon | Black | Magical | Consort/Lord | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 17 | 778 (557+34d12) | 847 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +21 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +26 Hit; 30% Crit. (71+) | +25 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 42; Natural 40; Holy 34; Demonic 36; Mental 39 | Move 11; Str 21; Agil 15; Stam 21; Int 20; Wis 19; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Withering Breath V: 4d12+8 Dark Damage |
Can use up to Tier 6 Shadow Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity III (Dark): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans, Orcs) |
6d12 Dark Matter | ||
Second | Dragonkind | Black Dragon Hatchling | Chromatic Dragon | Dragon | Black | Magical | Hatchling | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 1 | 15 (11+1d6) | 7 | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -5 Hit; 7% Crit. (94+) | -7 Hit; 2% Crit. (99+) | AC 36; Armor 16; Dodge 20 |
Arcane 10; Elemental 18; Natural 12; Holy 10; Demonic 8; Mental 8 | Move 5; Str 6; Agil 10; Stam 9; Int 5; Wis 3; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Arcane Cantrip (Shadow, unlimited use) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity I (Dark): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Amphibious: Can breathe in air and water |
1d4 Dark Matter | ||||
Second | Dragonkind | Black Dragon Whelp | Chromatic Dragon | Dragon | Black | Magical | Whelp | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 2 | 31 (22+2d8) | 20 | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | -1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 43; Armor 24; Dodge 19 |
Arcane 16; Elemental 22; Natural 16; Holy 14; Demonic 12; Mental 13 | Move 6; Str 8; Agil 12; Stam 11; Int 8; Wis 5; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Void Speak (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Withering Breath I: 1d10 Dark Damage |
Can use up to Tier 1 Shadow Powers (per day use: T1 x3, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity I (Dark): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Amphibious: Can breathe in air and water |
1d6 Dark Matter | |||
Second | Dragonkind | Black Dragon, Ancient | Chromatic Dragon | Dragon | Black | Magical | Ancient | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 20 | 1232 (902+60d10) | 1,661 | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +21 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +31 Hit; 32% Crit. (69+) | +31 Hit; 17% Crit. (84+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 44; Elemental 44; Natural 44; Holy 40; Demonic 42; Mental 44 | Move 12; Str 22; Agil 12; Stam 22; Int 22; Wis 22; Avd 8; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Withering Breath VII: 5d12+12 Dark Damage |
Can use up to Tier 7+ Shadow Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity III (Dark): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Dark Matter | ||
Second | Dragonkind | Black Drake | Chromatic Dragon | Dragon | Black | Magical | Drake | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 10 | 243 (153+20d8) | 218 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +14 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 30; Elemental 36; Natural 31; Holy 26; Demonic 26; Mental 28 | Move 9; Str 18; Agil 17; Stam 18; Int 15; Wis 13; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Withering Breath III: 2d10+1d8+4 Dark Damage |
Can use up to Tier 4 Shadow Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity II (Dark): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
4d8 Dark Matter | |||
Second | Dragonkind | Black Regal Dragon | Chromatic Dragon | Dragon | Black | Magical | Regal | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 19 | 867 (620+38d12) | 1,117 | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +29 Hit; 17% Crit. (84+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 42; Natural 42; Holy 36; Demonic 39; Mental 42 | Move 11; Str 21; Agil 15; Stam 21; Int 21; Wis 21; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Withering Breath VI: 5d10+10 Dark Damage |
Can use up to Tier 7 Shadow Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity III (Dark): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans, Orcs) |
6d12 Dark Matter | ||
Second | Dragonkind | Black Wyrm | Chromatic Dragon | Dragon | Black | Magical | Wyrm | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 5 | 85 (53+5d12) | 84 | 8 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 30; Natural 24; Holy 20; Demonic 19; Mental 21 | Move 8; Str 15; Agil 18; Stam 15; Int 12; Wis 9; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Void Speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Withering Breath II: 1d8+1d6+2 Dark Damage |
Can use up to Tier 3 Shadow Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity I (Dark): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
3d6 Dark Matter | |||
Second | Dragonkind | Blue Dragon | Chromatic Dragon | Dragon | Blue | Magical | Dragon | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 15 | 485 (320+30d10) | 468 | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 24% Crit. (77+) | +20 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 40; Natural 36; Holy 32; Demonic 32; Mental 34 | Move 10; Str 20; Agil 17; Stam 20; Int 18; Wis 16; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Geyser Breath IV: 3d10+1d8+4 Water Damage with 8" knockback on targets of lesser size |
Can use up to Tier 5 Water Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans) |
5d10 Everice | ||
Second | Dragonkind | Blue Dragon Consort/Lord | Chromatic Dragon | Dragon | Blue | Magical | Consort/Lord | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 17 | 778 (557+34d12) | 848 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 30% Crit. (71+) | +24 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 42; Natural 39; Holy 34; Demonic 35; Mental 37 | Move 11; Str 21; Agil 17; Stam 21; Int 19; Wis 18; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Geyser Breath V: 3d12+1d10+6 Water Damage with 10" knockback on targets of lesser size |
Can use up to Tier 6 Water Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans) |
6d12 Everice | ||
Second | Dragonkind | Blue Dragon Hatchling | Chromatic Dragon | Dragon | Blue | Magical | Hatchling | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 1 | 15 (11+1d6) | 7 | 2 | Tiny (Prone) | -4 | +1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 36; Armor 16; Dodge 20 |
Arcane 14; Elemental 18; Natural 11; Holy 10; Demonic 7; Mental 9 | Move 5; Str 6; Agil 11; Stam 9; Int 7; Wis 2; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Elemental Cantrip (Water, unlimited use) |
Immune (Water): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Amphibious: Can breathe in air and water |
1d4 Everice | ||||
Second | Dragonkind | Blue Dragon Whelp | Chromatic Dragon | Dragon | Blue | Magical | Whelp | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 2 | 31 (22+2d8) | 21 | 4 | Small (Prone) | -2 | +4 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 43; Armor 24; Dodge 19 |
Arcane 20; Elemental 22; Natural 15; Holy 14; Demonic 11; Mental 14 | Move 6; Str 8; Agil 13; Stam 11; Int 10; Wis 4; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Aquan (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Geyser Breath I: 1d6 Water Damage with 2" knockback on targets of lesser size |
Can use up to Tier 1 Water Powers (per day use: T1 x3, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Amphibious: Can breathe in air and water |
1d6 Everice | |||
Second | Dragonkind | Blue Dragon, Ancient | Chromatic Dragon | Dragon | Blue | Magical | Ancient | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 20 | 1232 (902+60d10) | 1,660 | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +28 Hit; 16% Crit. (85+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 44; Natural 41; Holy 38; Demonic 38; Mental 39 | Move 12; Str 22; Agil 14; Stam 22; Int 20; Wis 19; Avd 8; Per 18; Res 19; Init 15; Cha 17 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Geyser Breath VII: 4d12+1d10+10 Water Damage with 14" knockback on targets of lesser size |
Can use up to Tier 7+ Water Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Everice | ||
Second | Dragonkind | Blue Drake | Chromatic Dragon | Dragon | Blue | Magical | Drake | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 10 | 243 (153+20d8) | 218 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +17 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 36; Natural 30; Holy 26; Demonic 25; Mental 26 | Move 9; Str 18; Agil 18; Stam 18; Int 14; Wis 12; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Geyser Breath III: 2d10+1d6+2 Water Damage with 6" knockback on targets of lesser size |
Can use up to Tier 4 Water Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
4d8 Everice | |||
Second | Dragonkind | Blue Regal Dragon | Chromatic Dragon | Dragon | Blue | Magical | Regal | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 19 | 867 (620+38d12) | 1,117 | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 31% Crit. (70+) | +28 Hit; 16% Crit. (85+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 42; Natural 41; Holy 36; Demonic 38; Mental 40 | Move 11; Str 21; Agil 17; Stam 21; Int 20; Wis 20; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Geyser Breath VI: 4d10+1d8+8 Water Damage with 12" knockback on targets of lesser size |
Can use up to Tier 7 Water Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans) |
6d12 Everice | ||
Second | Dragonkind | Blue Wyrm | Chromatic Dragon | Dragon | Blue | Magical | Wyrm | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 5 | 85 (53+5d12) | 84 | 8 | Large (Prone) | 2; Crushing Blow 2 | +13 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 30; Natural 23; Holy 20; Demonic 18; Mental 20 | Move 8; Str 15; Agil 19; Stam 15; Int 12; Wis 8; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Geyser Breath II: 1d8+1d4 Water Damage with 4" knockback on targets of lesser size |
Can use up to Tier 3 Water Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
3d6 Everice | |||
Second | Dragonkind | Copper Dragon | Metallic Dragon | Dragon | Copper | Magical | Dragon | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 16 | 499 (323+32d10) | 472 | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +24 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 96; Armor 88; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 38; Natural 35; Holy 32; Demonic 32; Mental 35 | Move 10; Str 21; Agil 15; Stam 19; Int 19; Wis 16; Avd 8; Per 16; Res 16; Init 16; Cha 14 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Dust Storm IV: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d6 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 3" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 5 Earth Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Gnomes, Burrowing Beasts) |
5d10 Thaumatite Ore | ||
Second | Dragonkind | Copper Dragon Consort/Lord | Metallic Dragon | Dragon | Copper | Magical | Consort/Lord | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 18 | 794 (560+36d12) | 846 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +22 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +27 Hit; 31% Crit. (70+) | +25 Hit; 15% Crit. (86+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 40; Natural 38; Holy 34; Demonic 35; Mental 38 | Move 11; Str 22; Agil 15; Stam 20; Int 20; Wis 18; Avd 8; Per 17; Res 17; Init 17; Cha 16 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Dust Storm V: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d8+2 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 4" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed Forge Tunnels: Action, once per day, in addition to their natural tunneling capabilties a Copper Dragon Consort/Lord can channel its magic to rapidly create a stable tunnel of up to 1000 feet long and wide enough to fit itself through |
Can use up to Tier 6 Earth Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Gnomes, Burrowing Beasts) |
6d12 Thaumatite Ore | ||
Second | Dragonkind | Copper Dragon Hatchling | Metallic Dragon | Dragon | Copper | Magical | Hatchling | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 1 | 14 (10+1d6) | 10 | 2 | Tiny (Prone) | -4 | -1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -2 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 42; Armor 24; Dodge 18 Metallic Scales (+1 Armor per slot added) |
Arcane 16; Elemental 16; Natural 10; Holy 10; Demonic 7; Mental 10 | Move 5; Str 7; Agil 9; Stam 8; Int 8; Wis 2; Avd 18; Per 8; Res 5; Init 6; Cha 1 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Sinking Sand: Action, causes natural ground directly around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes in base contact must pass an Initiative test to attempt to jump free from the effect, landing Knocked Down jsut outside the area of effect. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Detect Magic (unlimited use) & Elemental Cantrip (Earth, unlimited use) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
1d4 Thaumatite Ore | |||
Second | Dragonkind | Copper Dragon Whelp | Metallic Dragon | Dragon | Copper | Magical | Whelp | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 2 | 29 (20+2d8) | 27 | 4 | Small (Prone) | -2 | +2 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +2 Hit; 10% Crit. (91+) | -5 Hit; 2% Crit. (99+) | AC 49; Armor 32; Dodge 17 Metallic Scales (+1 Armor per slot added) |
Arcane 22; Elemental 20; Natural 14; Holy 14; Demonic 11; Mental 15 | Move 6; Str 9; Agil 11; Stam 10; Int 11; Wis 4; Avd 17; Per 10; Res 7; Init 7; Cha 2 | Draconic (Dragon Tongue) & Terran (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Dust Storm I: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1 Earth Damage and reduces visibility for non Copper Dragons in base contact, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground directly around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes in base contact must pass an Initiative test to attempt to jump free from the effect, landing Knocked Down jsut outside the area of effect. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 1 Earth Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
1d6 Thaumatite Ore | |||
Second | Dragonkind | Copper Dragon, Ancient | Metallic Dragon | Dragon | Copper | Magical | Ancient | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 21 | 1250 (903+63d10) | 1,692 | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +32 Hit; 33% Crit. (68+) | +31 Hit; 18% Crit. (83+) | AC 102; Armor 96; Dodge 6 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 44; Elemental 42; Natural 42; Holy 40; Demonic 41; Mental 43 | Move 12; Str 23; Agil 12; Stam 21; Int 22; Wis 21; Avd 6; Per 19; Res 20; Init 16; Cha 15 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Dust Storm VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d12+6 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 6" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed Forge Tunnels: Action, once per day, in addition to their natural tunneling capabilties an Ancient Copper Dragon can channel its magic to rapidly create a stable tunnel of up to 1000 feet long and wide enough to fit itself through |
Can use up to Tier 7+ Earth Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Thaumatite Ore | ||
Second | Dragonkind | Copper Drake | Metallic Dragon | Dragon | Copper | Magical | Drake | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 10 | 235 (145+20d8) | 224 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +15 Hit; 10% Crit. (91+); +2 Damage | +13 Hit; 10% Crit. (91+) | +14 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 75; Armor 64; Dodge 11 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 30; Elemental 34; Natural 29; Holy 26; Demonic 25; Mental 27 | Move 9; Str 19; Agil 16; Stam 17; Int 15; Wis 12; Avd 11; Per 14; Res 13; Init 13; Cha 11 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Dust Storm III: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d4 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 2" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 4 Earth Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
4d8 Thaumatite Ore | |||
Second | Dragonkind | Copper Regal Dragon | Metallic Dragon | Dragon | Copper | Magical | Regal | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 20 | 880 (620+40d12) | 1,134 | 33 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +29 Hit; 17% Crit. (84+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 40; Natural 40; Holy 36; Demonic 38; Mental 41 | Move 11; Str 22; Agil 15; Stam 20; Int 21; Wis 20; Avd 8; Per 18; Res 18; Init 18; Cha 17 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Dust Storm VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d10+4 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 5" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed Forge Tunnels: Action, once per day, in addition to their natural tunneling capabilties a Regal Copper Dragon can channel its magic to rapidly create a stable tunnel of up to 1000 feet long and wide enough to fit itself through |
Can use up to Tier 7 Earth Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Gnomes, Burrowing Beasts) |
6d12 Thaumatite Ore | ||
Second | Dragonkind | Copper Wyrm | Metallic Dragon | Dragon | Copper | Magical | Wyrm | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 5 | 82 (49+5d12) | 100 | 9 | Large (Prone) | 2; Crushing Blow 2 | +11 Hit; 8% Crit. (93+); +1 Damage | +6 Hit; 7% Crit. (94+) | +7 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 62; Armor 48; Dodge 14 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 26; Elemental 28; Natural 22; Holy 20; Demonic 18; Mental 21 | Move 8; Str 16; Agil 17; Stam 14; Int 13; Wis 8; Avd 14; Per 12; Res 10; Init 10; Cha 4 | Draconic (Dragon Tongue) & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Dust Storm II: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d2 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 1" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 3 Earth Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
3d6 Thaumatite Ore | |||
Second | Dragonkind | Gold Dragon | Metallic Dragon | Dragon | Gold | Magical | Dragon | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 16 | 533 (357+32d10) | 539 | 22 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 42; Natural 37; Holy 32; Demonic 32; Mental 34 | Move 10; Str 21; Agil 16; Stam 21; Int 18; Wis 16; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+13) & Claw x2 (3d6+5) + Tailswipe (2d8+10 damage) | Coronal Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d6+4 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d6+4) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 5 Solar Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity II (Light): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Desert Creatures) |
5d10 Prismatic Glass | ||
Second | Dragonkind | Gold Dragon Consort/Lord | Metallic Dragon | Dragon | Gold | Magical | Consort/Lord | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 18 | 850 (616+36d12) | 943 | 30 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +25 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 44; Natural 40; Holy 34; Demonic 35; Mental 37 | Move 11; Str 22; Agil 16; Stam 22; Int 19; Wis 18; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+15) & Claw x2 (2d10+9) + Tailswipe (2d10+10 damage) | Coronal Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d8+6 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d8+6) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 6 Solar Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity III (Light): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Desert Creatures) |
6d12 Prismatic Glass | ||
Second | Dragonkind | Gold Dragon Hatchling | Metallic Dragon | Dragon | Gold | Magical | Hatchling | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 1 | 16 (13+1d6) | 12 | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 20; Natural 12; Holy 10; Demonic 7; Mental 9 | Move 5; Str 7; Agil 10; Stam 10; Int 7; Wis 2; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6+1) | Detect Magic (unlimited use) & Arcane Cantrip (Solar, unlimited use) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity I (Light): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Precision: Immune to all critical misses or critical casting failures |
1d4 Prismatic Glass | ||||
Second | Dragonkind | Green Draconid, Naturalist | Chromatic Dragon | Draconid | Green | Magical | Naturalist | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 8 | 99 (55+8d10) | 39 | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | +11 Hit; 9% Crit. (92+) | +12 Hit; 9% Crit. (92+) | AC 33; Armor 22; Dodge 11 |
Arcane 28; Elemental 22; Natural 26; Holy 18; Demonic 24; Mental 29 | Move 5; Str 11; Agil 11; Stam 11; Int 14; Wis 15; Avd 11; Per 13; Res 9; Init 9; Cha 8 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Leather x3 plus Scales, Light x8 | Banded Staff (1d8+1d6+1, Ward-off) | Spells (T3), instant: Expunge (unlimited use), Nature Ward x1, Bound to Creation x1 Spells (T3), action: Wild Growth (unlimited use), Insect Swarm x1, Web Snare x2, Infestation x1 Life Channel: action, channel 1d12+8 HP from 1 willing live target to another, 10" rng |
Hardened II (Wild & Primal): Incoming damage of these types is reduced by half |
Hardened to Wild & Primal Damage (50%) |
0-2 Living Moss, 75% Minor Spirit Potion, 25% Light Healing Potion | Offspring of green dragons and wild elf mages. The interbreeding process seems to temper the volatile powers of teh gree dargonflight, resulting in a Dracnid that manifests Nature powers rather than toxic powers. | ||
Second | Dragonkind | Gold Dragon Whelp | Metallic Dragon | Dragon | Gold | Magical | Whelp | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 2 | 33 (24+2d8) | 32 | 5 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 24; Natural 16; Holy 14; Demonic 11; Mental 14 | Move 6; Str 9; Agil 12; Stam 12; Int 10; Wis 4; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Dawnspeak (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+3) & Claw (1d6+3) | Coronal Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 1 Solar Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity I (Light): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Precision: Immune to all critical misses or critical casting failures |
1d6 Prismatic Glass | |||
Second | Dragonkind | Gold Dragon, Ancient | Metallic Dragon | Dragon | Gold | Magical | Ancient | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 21 | 1336 (989+63d10) | 1,884 | 42 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +31 Hit; 33% Crit. (68+) | +31 Hit; 18% Crit. (83+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 46; Natural 44; Holy 40; Demonic 41; Mental 42 | Move 12; Str 23; Agil 13; Stam 23; Int 21; Wis 21; Avd 8; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+17) & Claw x2 (3d10+11) + Tailswipe (3d12+20 damage) | Coronal Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d12+10 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d12+10) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 7+ Solar Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity III (Light): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Prismatic Glass | ||
Second | Dragonkind | Gold Drake | Metallic Dragon | Dragon | Gold | Magical | Drake | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 10 | 252 (162+20d8) | 256 | 15 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 38; Natural 31; Holy 26; Demonic 25; Mental 26 | Move 9; Str 19; Agil 17; Stam 19; Int 14; Wis 12; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+11) & Claw x2 (1d12+5) + Tailswipe (2d6+10 damage) | Coronal Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d4+2 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d4+2) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 4 Solar Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity II (Light): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
4d8 Prismatic Glass | |||
Second | Dragonkind | Gold Regal Dragon | Metallic Dragon | Dragon | Gold | Magical | Regal | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 20 | 942 (682+40d12) | 1,258 | 34 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +29 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 44; Natural 42; Holy 36; Demonic 38; Mental 40 | Move 11; Str 22; Agil 16; Stam 22; Int 20; Wis 20; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+15) & Claw x2 (3d8+11) + Tailswipe (2d10+12 damage) | Coronal Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d10+8 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d10+8) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 7 Solar Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity III (Light): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Desert Creatures) |
6d12 Prismatic Glass | ||
Second | Dragonkind | Gold Wyrm | Metallic Dragon | Dragon | Gold | Magical | Wyrm | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 5 | 89 (56+5d12) | 116 | 10 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 32; Natural 24; Holy 20; Demonic 18; Mental 20 | Move 8; Str 16; Agil 18; Stam 16; Int 12; Wis 8; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Dawnspeak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+9) & Claw x2 (1d8+5) + Tailswipe (2d6+6 dam) | Coronal Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d2 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d2) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 3 Solar Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity I (Light): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
3d6 Prismatic Glass | |||
Second | Dragonkind | Green Dragon | Chromatic Dragon | Dragon | Green | Magical | Dragon | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 15 | 453 (288+30d10) | 471 | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 36; Natural 35; Holy 32; Demonic 33; Mental 35 | Move 10; Str 20; Agil 16; Stam 18; Int 18; Wis 17; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Poison Breath IV: 3d10+6 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 5 Toxic Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity II (Wild): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Wild Elves, Centaurs, Beasts) |
5d10 Primordial Sap | ||
Second | Dragonkind | Green Dragon Consort/Lord | Chromatic Dragon | Dragon | Green | Magical | Consort/Lord | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 17 | 725 (504+34d12) | 849 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +22 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 30% Crit. (71+) | +25 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 38; Natural 38; Holy 34; Demonic 36; Mental 38 | Move 11; Str 21; Agil 16; Stam 19; Int 19; Wis 19; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Poison Breath V: 3d12+8 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 6 Toxic Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity III (Wild): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Wild Elves, Centaurs, Beasts) |
6d12 Primordial Sap | ||
Second | Dragonkind | Green Dragon Hatchling | Chromatic Dragon | Dragon | Green | Magical | Hatchling | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 1 | 12 (9+1d6) | 7 | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -7 Hit; 2% Crit. (99+) | AC 36; Armor 16; Dodge 20 |
Arcane 14; Elemental 14; Natural 10; Holy 10; Demonic 8; Mental 10 | Move 5; Str 6; Agil 10; Stam 7; Int 7; Wis 3; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Natural Cantrip (Toxic, unlimited use) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Primordial Sap | ||||
Second | Dragonkind | Grey Draconid, Aeromancer | Chromatic Dragon | Draconid | Grey | Mage | Aeromancer | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 6 | 77 (44+6d10) | 33 | 5 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +11 Hit; 8% Crit. (93+) | +8 Hit; 7% Crit. (94+) | AC 38; Armor 28; Dodge 10 |
Arcane 32; Elemental 22; Natural 24; Holy 28; Demonic 27; Mental 29 | Move 5; Str 9; Agil 10; Stam 11; Int 16; Wis 13; Avd 10; Per 13; Res 14; Init 14; Cha 7 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Long Staff (2d6, ward off) | Wind Powers: Nimble Breeze x3 (T2 instant), Tranquil Breeze x2 (T3 action), Aerobolt x6 (T2 action), Aerobeam x2 (T3 action), Downdraft x1 (T3 action) |
Hardened (Wind): Incoming damage of this type is reduced by half Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Has up to 2 XP worth of Air Rune-crafted/Enchanted gear, typical: Improved Air Power on Staff (+2 Air Spell Damage) |
0-2 Aether, 0-1 Minor Spirit Potion | Offspring of grey dragons and human or elven mages | ||
Second | Dragonkind | Grey Draconid, Skyguard | Chromatic Dragon | Draconid | Grey | Disabler | Skyguard | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 10 | 145 (90+10d10) | 41 | 5 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+); +1 Damage | +2 Hit; 1% Crit. (100+) | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | AC 65; Armor 56; Dodge 9; Double Layer 8 |
Arcane 18; Elemental 30; Natural 24; Holy 20; Demonic 19; Mental 18 | Move 5; Str 17; Agil 10; Stam 15; Int 9; Wis 9; Avd 9; Per 11; Res 10; Init 10; Cha 5 | Draconic, Common & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 over Cloth, Quilted x8 plus Scales, Light x8 | Dual Wield or 2H Weapons (max 20 damage), typical: Khopesh x2 (1d8+2) OR Greatsword (1d12+1d6+2) | Reflex Bow w/ Razor Arrows (1d12+1d6+2, ranged 50) |
Windsnare: passive, every sucessful 1H weapon attack grants 1 stack of Windsnare on the target, 2H weapons (incl bow) generate 2 stacks, each stack reduces targets AC by 5, upon reaching 4 stacks if the target fails an Elemental Resist all stacks are consumed and the target is Snared (any damage breaks), when attacking a Snared target the Skyguard does triple damage (cannot crit) but cannot add stacks of Windsnare, all Windsnare stacks are dispellable with 30 resist |
Hardened (Wind): Incoming damage of this type is reduced by half Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Skyguard are typically tasked with protecting the sky around a Grey dragons lair, fighting them from the air can be a deadly encounter if caught in one of thier magical Windsnares |
1d3 Aether, 85% Minor Attack Potion | Offspring of grey dragons and humans or elves | |
Second | Dragonkind | Grey Draconid, Windwalker | Chromatic Dragon | Draconid | Grey | Magical | Windwalker | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 12 | 143 (77+12d10) | 57 | 7 | Medium (Upright) | 0 | +12 Hit; 10% Crit. (91+) | +14 Hit; 10% Crit. (91+) | +16 Hit; 11% Crit. (90+) | +11 Hit; 9% Crit. (92+) | AC 40; Armor 28; Dodge 12 Physical Block V: 15% Block (Focus skill, always in effect); Blur Potion (+10 AC) |
Arcane 30; Elemental 22; Natural 21; Holy 28; Demonic 24; Mental 25 | Move 6; Str 10; Agil 11; Stam 11; Int 15; Wis 10; Avd 12; Per 13; Res 14; Init 14; Cha 7 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 plus Scales, Light x8 | Mainhand and offhand Fist (Focus) Attacks: Claw Punch III, Dragon Punch V, Bone Breaker V (unmodifiable Focus set at 3) | Wind Powers: Quickening x4 (T4 instant), Wind Shield x2 (T4 instant), Windshear x4 (T4 action), Gale Winds x1 (T4 action) |
Hardened (Wind): Incoming damage of this type is reduced by half Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
1d4 Aether, Blur Potion (if not used) | Offspring of grey dragons and human or elven runeweavers | |||
Second | Dragonkind | Green Dragon Whelp | Chromatic Dragon | Dragon | Green | Magical | Whelp | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 2 | 27 (18+2d8) | 21 | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 43; Armor 24; Dodge 19 |
Arcane 20; Elemental 18; Natural 14; Holy 14; Demonic 12; Mental 15 | Move 6; Str 8; Agil 12; Stam 9; Int 10; Wis 5; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Sylvan (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Poison Breath I: 1d4 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 1 Toxic Powers (per day use: T1 x3, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Primordial Sap | |||
Second | Dragonkind | Green Dragon, Ancient | Chromatic Dragon | Dragon | Green | Magical | Ancient | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 20 | 1150 (820+60d10) | 1,661 | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +31 Hit; 17% Crit. (84+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 40; Natural 42; Holy 40; Demonic 42; Mental 43 | Move 12; Str 22; Agil 13; Stam 20; Int 21; Wis 22; Avd 8; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Poison Breath VII: 4d12+12 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 7+ Toxic Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity III (Wild): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Primordial Sap | ||
Second | Dragonkind | Green Drake | Chromatic Dragon | Dragon | Green | Magical | Drake | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 10 | 226 (136+20d8) | 220 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 32; Natural 29; Holy 26; Demonic 26; Mental 27 | Move 9; Str 18; Agil 17; Stam 16; Int 14; Wis 13; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Poison Breath III: 2d10+4 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 4 Toxic Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity II (Wild): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Primordial Sap | |||
Second | Dragonkind | Green Regal Dragon | Chromatic Dragon | Dragon | Green | Magical | Regal | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 19 | 808 (561+38d12) | 1,120 | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 31% Crit. (70+) | +29 Hit; 17% Crit. (84+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 38; Natural 40; Holy 36; Demonic 39; Mental 41 | Move 11; Str 21; Agil 16; Stam 19; Int 20; Wis 21; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Poison Breath VI: 4d10+10 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 7 Toxic Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity III (Wild): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Wild Elves, Centaurs, Beasts) |
6d12 Primordial Sap | ||
Second | Dragonkind | Green Wyrm | Chromatic Dragon | Dragon | Green | Magical | Wyrm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 5 | 78 (46+5d12) | 86 | 8 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 26; Natural 22; Holy 20; Demonic 19; Mental 21 | Move 8; Str 15; Agil 18; Stam 13; Int 12; Wis 9; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Poison Breath II: 1d8+2 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 3 Toxic Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Primordial Sap | |||
Second | Dragonkind | Grey Dragon | Chromatic Dragon | Dragon | Grey | Magical | Dragon | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 15 | 453 (288+30d10) | 461 | 20 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +22 Hit; 14% Crit. (87+); +2 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 24% Crit. (77+) | +20 Hit; 13% Crit. (88+) | AC 91; Armor 80; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 36; Natural 34; Holy 32; Demonic 32; Mental 34 | Move 10; Str 19; Agil 18; Stam 18; Int 18; Wis 16; Avd 11; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+8) & Claw x2 (3d6) + Tailswipe (2d8+4 damage) | Gale Breath IV: 4d10 Air Damage with 8" knockback and knockdown on targets of lesser size |
Can use up to Tier 5 Wind Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity II (Air): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Kayden, Winged Beasts) |
5d10 Aether | ||
Second | Dragonkind | Grey Dragon Consort/Lord | Chromatic Dragon | Dragon | Grey | Magical | Consort/Lord | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 17 | 725 (504+34d12) | 840 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 30% Crit. (71+) | +24 Hit; 15% Crit. (86+) | AC 99; Armor 88; Dodge 11 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 38; Natural 37; Holy 34; Demonic 35; Mental 37 | Move 11; Str 20; Agil 18; Stam 19; Int 19; Wis 18; Avd 11; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+10) & Claw x2 (2d10+4) + Tailswipe (2d10+4 damage) | Gale Breath V: 4d12+2 Air Damage with 10" knockback and knockdown on targets of lesser size |
Can use up to Tier 6 Wind Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity III (Air): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Kayden, Winged Beasts) |
6d12 Aether | ||
Second | Dragonkind | Grey Dragon Hatchling | Chromatic Dragon | Dragon | Grey | Magical | Hatchling | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 1 | 12 (9+1d6) | 7 | 2 | Tiny (Prone) | -4 | +2 Hit; 5% Crit. (96+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 37; Armor 16; Dodge 21 |
Arcane 14; Elemental 14; Natural 9; Holy 10; Demonic 7; Mental 9 | Move 5; Str 5; Agil 12; Stam 7; Int 7; Wis 2; Avd 21; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4) | Detect Magic (unlimited use) & Elemental Cantrip (Wind, unlimited use) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity I (Air): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
1d4 Aether | ||||
Second | Dragonkind | Grey Dragon Whelp | Chromatic Dragon | Dragon | Grey | Magical | Whelp | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 2 | 27 (18+2d8) | 18 | 3 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+); -1 Damage | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 |
Arcane 20; Elemental 18; Natural 13; Holy 14; Demonic 11; Mental 14 | Move 6; Str 7; Agil 14; Stam 9; Int 10; Wis 4; Avd 20; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Auran (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8) & Claw (1d4) | Gale Breath I: 1d4 Air Damage with 2" knockback and knockdown on targets of lesser size |
Can use up to Tier 1 Wind Powers (per day use: T1 x3, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity I (Air): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
1d6 Aether | |||
Second | Dragonkind | Grey Dragon, Ancient | Chromatic Dragon | Dragon | Grey | Magical | Ancient | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 20 | 1150 (820+60d10) | 1,650 | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +24 Hit; 15% Crit. (86+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 97; Armor 88; Dodge 9 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 40; Natural 41; Holy 40; Demonic 41; Mental 42 | Move 12; Str 21; Agil 15; Stam 20; Int 21; Wis 21; Avd 9; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+12) & Claw x2 (3d10+6) + Tailswipe (3d12+14 damage) | Gale Breath VII: 5d12+6 Air Damage with 14" knockback and knockdown on targets of lesser size |
Can use up to Tier 7+ Wind Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity III (Air): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Aether | ||
Second | Dragonkind | Grey Drake | Chromatic Dragon | Dragon | Grey | Magical | Drake | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 10 | 226 (136+20d8) | 213 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +18 Hit; 11% Crit. (90+); +1 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 70; Armor 56; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 32; Natural 28; Holy 26; Demonic 25; Mental 26 | Move 9; Str 17; Agil 19; Stam 16; Int 14; Wis 12; Avd 14; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+6) & Claw x2 (1d12) + Tailswipe (2d6+4 damage) | Gale Breath III: 2d10+1d6 Air Damage with 6" knockback and knockdown on targets of lesser size |
Can use up to Tier 4 Wind Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity II (Air): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
4d8 Aether | |||
Second | Dragonkind | Grey Regal Dragon | Chromatic Dragon | Dragon | Grey | Magical | Regal | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 19 | 808 (561+38d12) | 1,110 | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +26 Hit; 16% Crit. (85+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 31% Crit. (70+) | +28 Hit; 16% Crit. (85+) | AC 99; Armor 88; Dodge 11 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 38; Natural 39; Holy 36; Demonic 38; Mental 40 | Move 11; Str 20; Agil 18; Stam 19; Int 20; Wis 20; Avd 11; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+10) & Claw x2 (3d8+6) + Tailswipe (2d10+6 damage) | Gale Breath VI: 5d10+4 Air Damage with 12" knockback and knockdown on targets of lesser size |
Can use up to Tier 7 Wind Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity III (Air): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Kayden, Winged Beasts) |
6d12 Aether | ||
Second | Dragonkind | Grey Wyrm | Chromatic Dragon | Dragon | Grey | Magical | Wyrm | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 5 | 78 (46+5d12) | 80 | 8 | Large (Prone) | 2; Crushing Blow 2 | +14 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 57; Armor 40; Dodge 17 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 26; Natural 21; Holy 20; Demonic 18; Mental 20 | Move 8; Str 14; Agil 20; Stam 13; Int 12; Wis 8; Avd 17; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+4) & Claw x2 (1d8) + Tailswipe (2d6 dam) | Gale Breath II: 1d6+1d4 Air Damage with 4" knockback and knockdown on targets of lesser size |
Can use up to Tier 3 Wind Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity I (Air): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
3d6 Aether | |||
Second | Dragonkind | Iron Dragon | Metallic Dragon | Dragon | Iron | Magical | Dragon | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 16 | 499 (323+32d10) | 470 | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +22 Hit; 14% Crit. (87+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 38; Natural 36; Holy 36; Demonic 35; Mental 35 | Move 10; Str 20; Agil 16; Stam 19; Int 18; Wis 17; Avd 10; Per 16; Res 18; Init 18; Cha 18 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Slowing Shrapnel Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d2 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 5 Metal Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Burrowing Beasts) |
5d10 Thaumatite Ore | ||
Second | Dragonkind | Iron Dragon Consort/Lord | Metallic Dragon | Dragon | Iron | Magical | Consort/Lord | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 18 | 794 (560+36d12) | 830 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +26 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 40; Natural 39; Holy 38; Demonic 38; Mental 38 | Move 11; Str 21; Agil 16; Stam 20; Int 19; Wis 19; Avd 10; Per 17; Res 19; Init 19; Cha 20 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Slowing Shrapnel Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d6 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 6 Metal Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Burrowing Beasts) |
6d12 Thaumatite Ore | ||
Second | Dragonkind | Iron Dragon Hatchling | Metallic Dragon | Dragon | Iron | Magical | Hatchling | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 1 | 14 (10+1d6) | 11 | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 13% Crit. (88+) | -7 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 16; Natural 11; Holy 14; Demonic 10; Mental 10 | Move 5; Str 6; Agil 10; Stam 8; Int 7; Wis 3; Avd 20; Per 8; Res 7; Init 8; Cha 5 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Elemental Cantrip (Metal, unlimited use) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Thaumatite Ore | ||||
Second | Dragonkind | Iron Dragon Whelp | Metallic Dragon | Dragon | Iron | Magical | Whelp | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 2 | 29 (20+2d8) | 27 | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 14% Crit. (87+) | -4 Hit; 3% Crit. (98+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 20; Natural 15; Holy 18; Demonic 14; Mental 15 | Move 6; Str 8; Agil 12; Stam 10; Int 10; Wis 5; Avd 19; Per 10; Res 9; Init 9; Cha 6 | Draconic (Dragon Tongue) & Terran (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Slowing Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura, all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 1 Metal Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Thaumatite Ore | |||
Second | Dragonkind | Iron Dragon, Ancient | Metallic Dragon | Dragon | Iron | Magical | Ancient | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 21 | 1250 (903+63d10) | 1,733 | 41 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +31 Hit; 33% Crit. (68+) | +32 Hit; 18% Crit. (83+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 42; Natural 43; Holy 44; Demonic 44; Mental 43 | Move 12; Str 22; Agil 13; Stam 21; Int 21; Wis 22; Avd 8; Per 19; Res 22; Init 18; Cha 19 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Slowing Shrapnel Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d10+4 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 7+ Metal Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IX: Passive effects in 9" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Thaumatite Ore | ||
Second | Dragonkind | Iron Drake | Metallic Dragon | Dragon | Iron | Magical | Drake | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 10 | 235 (145+20d8) | 220 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 25% Crit. (76+) | +12 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 34; Natural 30; Holy 30; Demonic 28; Mental 27 | Move 9; Str 18; Agil 17; Stam 17; Int 14; Wis 13; Avd 13; Per 14; Res 15; Init 15; Cha 15 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Slowing Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura, all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 4 Metal Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Thaumatite Ore | |||
Second | Dragonkind | Iron Regal Dragon | Metallic Dragon | Dragon | Iron | Magical | Regal | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 20 | 880 (620+40d12) | 1,112 | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 37% Crit. (64+) | +30 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 40; Natural 41; Holy 40; Demonic 41; Mental 41 | Move 11; Str 21; Agil 16; Stam 20; Int 20; Wis 21; Avd 10; Per 18; Res 20; Init 20; Cha 21 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Slowing Shrapnel Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d8+2 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 7 Metal Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Burrowing Beasts) |
6d12 Thaumatite Ore | ||
Second | Dragonkind | Iron Wyrm | Metallic Dragon | Dragon | Iron | Magical | Wyrm | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 5 | 82 (49+5d12) | 98 | 9 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 17% Crit. (84+) | +3 Hit; 6% Crit. (95+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 28; Natural 23; Holy 24; Demonic 21; Mental 21 | Move 8; Str 15; Agil 18; Stam 14; Int 12; Wis 9; Avd 16; Per 12; Res 12; Init 12; Cha 8 | Draconic (Dragon Tongue) & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Slowing Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura, all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 3 Metal Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Thaumatite Ore | |||
Second | Dragonkind | Purple Dragon | Chromatic Dragon | Dragon | Purple | Magical | Dragon | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 15 | 437 (272+30d10) | 453 | 20 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +2 Damage | +20 Hit; 13% Crit. (88+) | +24 Hit; 24% Crit. (77+) | +20 Hit; 13% Crit. (88+) | AC 88; Armor 80; Dodge 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 34; Natural 33; Holy 32; Demonic 32; Mental 36 | Move 10; Str 19; Agil 17; Stam 17; Int 20; Wis 16; Avd 8; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+8) & Claw x2 (3d6) + Tailswipe (2d8+4 damage) | Arcane Breath IV: 4d10+4 Mana Damage, regenerates 1d8 Spirit to anyone in effect area for 1 round |
Can use up to Tier 5 Mana Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity II (Common): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Halflings, Gnomes) |
5d10 Manastone | |
Second | Dragonkind | Purple Dragon Consort/Lord | Chromatic Dragon | Dragon | Purple | Magical | Consort/Lord | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 17 | 698 (477+34d12) | 823 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +27 Hit; 31% Crit. (70+) | +24 Hit; 15% Crit. (86+) | AC 96; Armor 88; Dodge 8 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 36; Natural 36; Holy 34; Demonic 35; Mental 39 | Move 11; Str 20; Agil 17; Stam 18; Int 21; Wis 18; Avd 8; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+10) & Claw x2 (2d10+4) + Tailswipe (2d10+4 damage) | Arcane Breath V: 4d12+6 Mana Damage, regenerates 1d10 Spirit to anyone in effect area for 1 round |
Can use up to Tier 6 Mana Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity III (Common): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Halflings, Gnomes) |
6d12 Manastone | |
Second | Dragonkind | Purple Dragon Hatchling | Chromatic Dragon | Dragon | Purple | Magical | Hatchling | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 1 | 11 (8+1d6) | 6 | 1 | Tiny (Prone) | -4 | +1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -1 Hit; 9% Crit. (92+) | -8 Hit; 1% Crit. (100+) | AC 34; Armor 16; Dodge 18 |
Arcane 18; Elemental 12; Natural 8; Holy 10; Demonic 7; Mental 11 | Move 5; Str 5; Agil 11; Stam 6; Int 9; Wis 2; Avd 18; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4) | Detect Magic (unlimited use) & Arcane Cantrip (Mana, unlimited use) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity I (Common): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d4 Manastone | |||
Second | Dragonkind | Purple Dragon Whelp | Chromatic Dragon | Dragon | Purple | Magical | Whelp | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 2 | 25 (16+2d8) | 18 | 3 | Small (Prone) | -2 | +4 Hit; 5% Crit. (96+); -1 Damage | +1 Hit; 4% Crit. (97+) | +3 Hit; 10% Crit. (91+) | -5 Hit; 2% Crit. (99+) | AC 41; Armor 24; Dodge 17 |
Arcane 24; Elemental 16; Natural 12; Holy 14; Demonic 11; Mental 16 | Move 6; Str 7; Agil 13; Stam 8; Int 12; Wis 4; Avd 17; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Wonderspeak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8) & Claw (1d4) | Arcane Breath I: 1d8 Mana Damage, regenerates 1d2 Spirit to anyone in effect area for 1 round |
Can use up to Tier 1 Mana Powers (per day use: T1 x3, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity I (Common): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d6 Manastone | ||
Second | Dragonkind | Purple Dragon, Ancient | Chromatic Dragon | Dragon | Purple | Magical | Ancient | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 20 | 1109 (779+60d10) | 1,615 | 39 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +28 Hit; 16% Crit. (85+) | +32 Hit; 33% Crit. (68+) | +30 Hit; 17% Crit. (84+) | AC 94; Armor 88; Dodge 6 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 46; Elemental 38; Natural 40; Holy 40; Demonic 41; Mental 44 | Move 12; Str 21; Agil 14; Stam 19; Int 23; Wis 21; Avd 6; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+12) & Claw x2 (3d10+6) + Tailswipe (3d12+14 damage) | Arcane Breath VII: 5d12+10 Mana Damage, regenerates 1d20 Spirit to anyone in effect area for 1 round |
Can use up to Tier 7+ Mana Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity III (Common): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Manastone | |
Second | Dragonkind | Purple Drake | Chromatic Dragon | Dragon | Purple | Magical | Drake | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 10 | 218 (128+20d8) | 209 | 13 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +17 Hit; 11% Crit. (90+); +1 Damage | +13 Hit; 10% Crit. (91+) | +15 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 67; Armor 56; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 32; Elemental 30; Natural 27; Holy 26; Demonic 25; Mental 28 | Move 9; Str 17; Agil 18; Stam 15; Int 16; Wis 12; Avd 11; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+6) & Claw x2 (1d12) + Tailswipe (2d6+4 damage) | Arcane Breath III: 2d10+1d8+2 Mana Damage, regenerates 1d6 Spirit to anyone in effect area for 1 round |
Can use up to Tier 4 Mana Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity II (Common): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
4d8 Manastone | ||
Second | Dragonkind | Purple Regal Dragon | Chromatic Dragon | Dragon | Purple | Magical | Regal | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 19 | 778 (531+38d12) | 1,089 | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +28 Hit; 16% Crit. (85+) | AC 96; Armor 88; Dodge 8 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 44; Elemental 36; Natural 38; Holy 36; Demonic 38; Mental 42 | Move 11; Str 20; Agil 17; Stam 18; Int 22; Wis 20; Avd 8; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+10) & Claw x2 (3d8+6) + Tailswipe (2d10+6 damage) | Arcane Breath VI: 5d10+8 Mana Damage, regenerates 1d12 Spirit to anyone in effect area for 1 round |
Can use up to Tier 7 Mana Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity III (Common): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Halflings, Gnomes) |
6d12 Manastone | |
Second | Dragonkind | Purple Wyrm | Chromatic Dragon | Dragon | Purple | Magical | Wyrm | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 5 | 75 (42+5d12) | 79 | 8 | Large (Prone) | 2; Crushing Blow 2 | +13 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +8 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 54; Armor 40; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 28; Elemental 24; Natural 20; Holy 20; Demonic 18; Mental 22 | Move 8; Str 14; Agil 19; Stam 12; Int 14; Wis 8; Avd 14; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Wonderspeak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+4) & Claw x2 (1d8) + Tailswipe (2d6 dam) | Arcane Breath II: 1d8+1d6 Mana Damage, regenerates 1d4 Spirit to anyone in effect area for 1 round |
Can use up to Tier 3 Mana Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity I (Common): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
3d6 Manastone | ||
Second | Dragonkind | Red Draconid, Infernal | Chromatic Dragon | Draconid | Red | Shaman | Infernal | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 10 | 149 (84+10d12) | 58 | 7 | Large (Upright) | 2; Crushing Blow 2 | +8 Hit; 8% Crit. (93+) | +10 Hit; 9% Crit. (92+) | +11 Hit; 9% Crit. (92+) | +8 Hit; 8% Crit. (93+) | AC 45; Armor 37; Dodge 8 |
Arcane 24; Elemental 28; Natural 23; Holy 26; Demonic 22; Mental 21 | Move 5; Str 14; Agil 9; Stam 14; Int 12; Wis 9; Avd 8; Per 11; Res 13; Init 13; Cha 5 | Draconic (Dragon Tongue), Common & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x7 plus Scales, Light x8 | 2H Bludgeon, typ: Great Mace (2d6+1d4+1) | Fire Powers: Scorch x3 (T4 instant), Fire Bomb x1 (T3 instant), Flame Strike x3 (T2 action), Heat Wave x1 (T4 action) Fury Skills: Fury Rush x2 (instant), Superior Mortal Wound x2 (instant), Flurry x2 (instant), Devastation x2 (instant) |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Has up to 3 XP worth of Fire Runecrafted and Enchanted gear, typical: Armor of Greater Immolation (3 passive fire damage in base contact) |
1d6 Brimstone | Offspring of red dragons and orc shamans | ||
Second | Dragonkind | Red Draconid, Pyromancer | Chromatic Dragon | Draconid | Red | Mage | Pyromancer | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 6 | 85 (52+6d10) | 31 | 5 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | AC 38; Armor 28; Dodge 10 |
Arcane 24; Elemental 26; Natural 23; Holy 24; Demonic 22; Mental 22 | Move 5; Str 12; Agil 10; Stam 13; Int 12; Wis 10; Avd 10; Per 13; Res 12; Init 13; Cha 5 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Metal Staff (2d6+1, ward off) | Fire Powers: Flame Shield x2 (T3 instant), Flame Orb x3 (T2 action), Fireball x2 (T3 action), Chains of Fire x3 (T3 action), |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
0-2 Brimstone, 0-1 Minor Spirit Potion | Offspring of red dragons and elven mages | |||
Second | Dragonkind | Red Draconid, Raider | Chromatic Dragon | Draconid | Red | Raider | Raider | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 8 | 124 (80+8d10) | 43 | 6 | Medium (Upright) | 0 | +5 Hit; 7% Crit. (94+); +1 Damage | +8 Hit; 8% Crit. (93+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 46; Armor 40; Dodge 6; Noisy 6 |
Arcane 8; Elemental 32; Natural 20; Holy 22; Demonic 15; Mental 8 | Move 5; Str 16; Agil 8; Stam 16; Int 4; Wis 4; Avd 6; Per 11; Res 11; Init 11; Cha 3 | Draconic (Dragon Tongue), Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 plus Scales, Light x8 | Dual Wield Medium Sword & Bludgeon, typical: Seax (1d8) & Mace (2d4+1) | Fire Breath II: 1d8+2 Fire Damage, effected area and targets burn for an additional 1d4 damage for 1 round |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Flyer I: 2x movement while flying Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
0-2 Brimstone | Offspring of red dragons and humans | |||
Second | Dragonkind | Red Draconid, Ravager | Chromatic Dragon | Draconid | Red | Brute | Ravager | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 12 | 190 (112+12d12) | 134 | 11 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 2% Crit. (99+); +2 Damage | +6 Hit; 4% Crit. (97+) | +1 Hit; 1% Crit. (100+) | +3 Hit; 1% Crit. (100+) | AC 72; Armor 68; Dodge 4; Noisy 8; Double Layer 6 |
Arcane 16; Elemental 32; Natural 26; Holy 28; Demonic 24; Mental 18 | Move 5; Str 18; Agil 6; Stam 16; Int 8; Wis 10; Avd 4; Per 11; Res 14; Init 14; Cha 2 | Draconic, Common & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Leather x6 plus Scales, Light x8 | Dual 2H Axes each wielded in one hand with Sweeping Attacks I, typ: Long Axe x2 (1d12+3) | Fire Breath II: 1d8+1d6+4 Fire Damage, effected area and targets burn for an additional 1d6 damage for 2 rounds |
Fury Skills: Ferocity x3 (instant), Greater Frenzy x1 (instant), Leaping Strike x1 (action), Matchless Berseker Strike x3 (action), Piercing Strike x3 (action) |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Sweeping Attacks I: Melee attacks hit in a 90 degree arc at maximum Reach Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Has up to 8 XP worth of Fire Runecrafted and Enchanted gear, typical: Dual Melting Axes (-10 armor piercing) of Improved Flame (+1d4 Fire damage on hit) |
2d6 Brimstone | Offspring of red dragons and orc barbarians | |
Second | Dragonkind | Red Dragon | Chromatic Dragon | Dragon | Red | Magical | Dragon | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 15 | 501 (336+30d10) | 521 | 22 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +21 Hit; 23% Crit. (78+) | +20 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 34; Elemental 42; Natural 37; Holy 34; Demonic 33; Mental 33 | Move 10; Str 21; Agil 16; Stam 21; Int 17; Wis 16; Avd 10; Per 16; Res 17; Init 17; Cha 15 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+11) & Claw x2 (3d6+3) + Tailswipe (2d8+8 damage) | Fire Breath IV: 4d10+8 Fire Damage, affected area and targets burn for an additional 1d10 damage for 3 rounds |
Can use up to Tier 5 Fire Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Orcs, Ogres) |
5d10 Brimstone | ||
Second | Dragonkind | Red Dragon Consort/Lord | Chromatic Dragon | Dragon | Red | Magical | Consort/Lord | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 17 | 804 (583+34d12) | 945 | 30 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +22 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +24 Hit; 30% Crit. (71+) | +24 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 44; Natural 40; Holy 36; Demonic 36; Mental 36 | Move 11; Str 22; Agil 16; Stam 22; Int 18; Wis 18; Avd 10; Per 17; Res 18; Init 18; Cha 17 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+13) & Claw x2 (2d10+7) + Tailswipe (2d10+8 damage) | Fire Breath V: 4d12+10 Fire Damage, effected area and targets burn for an additional 1d12 damage for 3 rounds |
Can use up to Tier 6 Fire Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Orcs, Ogres) |
6d12 Brimstone | ||
Second | Dragonkind | Red Dragon Hatchling | Chromatic Dragon | Dragon | Red | Magical | Hatchling | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 1 | 16 (13+1d6) | 8 | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -4 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 36; Armor 16; Dodge 20 |
Arcane 12; Elemental 20; Natural 12; Holy 12; Demonic 8; Mental 8 | Move 5; Str 7; Agil 10; Stam 10; Int 6; Wis 2; Avd 20; Per 8; Res 6; Init 7; Cha 2 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6) | Detect Magic (unlimited use) & Elemental Cantrip (Fire, unlimited use) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
1d4 Brimstone | ||||
Second | Dragonkind | Red Dragon Whelp | Chromatic Dragon | Dragon | Red | Magical | Whelp | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 2 | 33 (24+2d8) | 24 | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 43; Armor 24; Dodge 19 |
Arcane 18; Elemental 24; Natural 16; Holy 16; Demonic 12; Mental 13 | Move 6; Str 9; Agil 12; Stam 12; Int 9; Wis 4; Avd 19; Per 10; Res 8; Init 8; Cha 3 | Draconic (Dragon Tongue) & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+2) & Claw (1d6+2) | Fire Breath I: 1d10+2 Fire Damage, effected area and targets burn for an additional 1d4 damage for 1 round |
Can use up to Tier 1 Fire Powers (per day use: T1 x3, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
1d6 Brimstone | |||
Second | Dragonkind | Red Dragon, Ancient | Chromatic Dragon | Dragon | Red | Magical | Ancient | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 20 | 1273 (943+60d10) | 1,851 | 42 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 46; Natural 44; Holy 42; Demonic 42; Mental 41 | Move 12; Str 23; Agil 13; Stam 23; Int 20; Wis 21; Avd 8; Per 19; Res 21; Init 17; Cha 16 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+15) & Claw x2 (3d10+9) + Tailswipe (3d12+18 damage) | Fire Breath VII: 5d12+14 Fire Damage, effected area and targets burn for an additional 1d10+1d6 damage for 4 rounds |
Can use up to Tier 7+ Fire Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Brimstone | ||
Second | Dragonkind | Red Drake | Chromatic Dragon | Dragon | Red | Magical | Drake | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 10 | 252 (162+20d8) | 243 | 15 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +12 Hit; 19% Crit. (82+) | +11 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 26; Elemental 38; Natural 31; Holy 28; Demonic 26; Mental 25 | Move 9; Str 19; Agil 17; Stam 19; Int 13; Wis 12; Avd 13; Per 14; Res 14; Init 14; Cha 12 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+9) & Claw x2 (1d12+3) + Tailswipe (2d6+8 damage) | Fire Breath III: 2d10+1d8+6 Fire Damage, effected area and targets burn for an additional 1d8 damage for 2 rounds |
Can use up to Tier 4 Fire Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
4d8 Brimstone | |||
Second | Dragonkind | Red Regal Dragon | Chromatic Dragon | Dragon | Red | Magical | Regal | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 19 | 896 (649+38d12) | 1,244 | 34 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +27 Hit; 31% Crit. (70+) | +28 Hit; 16% Crit. (85+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 44; Natural 42; Holy 38; Demonic 39; Mental 39 | Move 11; Str 22; Agil 16; Stam 22; Int 19; Wis 20; Avd 10; Per 18; Res 19; Init 19; Cha 18 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+13) & Claw x2 (3d8+9) + Tailswipe (2d10+10 damage) | Fire Breath VI: 5d10+12 Fire Damage, effected area and targets burn for an additional 1d10+1d4 damage for 4 rounds |
Can use up to Tier 7 Fire Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Orcs, Ogres) |
6d12 Brimstone | ||
Second | Dragonkind | Red Wyrm | Chromatic Dragon | Dragon | Red | Magical | Wyrm | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 5 | 89 (56+5d12) | 95 | 9 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +5 Hit; 11% Crit. (90+) | +2 Hit; 5% Crit. (96+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 22; Elemental 32; Natural 24; Holy 22; Demonic 19; Mental 19 | Move 8; Str 16; Agil 18; Stam 16; Int 11; Wis 8; Avd 16; Per 12; Res 11; Init 11; Cha 5 | Draconic (Dragon Tongue) & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+7) & Claw x2 (1d8+3) + Tailswipe (2d6+4 dam) | Fire Breath II: 1d8+1d6+4 Fire Damage, effected area and targets burn for an additional 1d6 damage for 2 rounds |
Can use up to Tier 3 Fire Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
3d6 Brimstone | |||
Second | Dragonkind | Silver Dragon | Metallic Dragon | Dragon | Silver | Magical | Dragon | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 16 | 516 (340+32d10) | 487 | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +22 Hit; 14% Crit. (87+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 40; Natural 37; Holy 36; Demonic 35; Mental 35 | Move 10; Str 20; Agil 16; Stam 20; Int 18; Wis 17; Avd 10; Per 16; Res 18; Init 18; Cha 18 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+11) & Claw x2 (3d6+3) + Tailswipe (2d8+8 damage) | Cosmic Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d6+2 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 5 Celestial Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
5d10 Stardust | ||
Second | Dragonkind | Silver Dragon Consort/Lord | Metallic Dragon | Dragon | Silver | Magical | Consort/Lord | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 18 | 822 (588+36d12) | 858 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +26 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 42; Natural 40; Holy 38; Demonic 38; Mental 38 | Move 11; Str 21; Agil 16; Stam 21; Int 19; Wis 19; Avd 10; Per 17; Res 19; Init 19; Cha 20 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+13) & Claw x2 (2d10+7) + Tailswipe (2d10+8 damage) | Cosmic Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d8+4 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 6 Celestial Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Stardust | ||
Second | Dragonkind | Silver Dragon Hatchling | Metallic Dragon | Dragon | Silver | Magical | Hatchling | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 1 | 15 (11+1d6) | 11 | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -7 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 18; Natural 12; Holy 14; Demonic 10; Mental 10 | Move 5; Str 6; Agil 10; Stam 9; Int 7; Wis 3; Avd 20; Per 8; Res 7; Init 8; Cha 5 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6) | Detect Magic (unlimited use) & Natural Cantrip (Celestial, unlimited use) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d4 Stardust | ||||
Second | Dragonkind | Silver Dragon Whelp | Metallic Dragon | Dragon | Silver | Magical | Whelp | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 2 | 31 (22+2d8) | 28 | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 22; Natural 16; Holy 18; Demonic 14; Mental 15 | Move 6; Str 8; Agil 12; Stam 11; Int 10; Wis 5; Avd 19; Per 10; Res 9; Init 9; Cha 6 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+2) & Claw (1d6+2) | Cosmic Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 1 Celestial Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d6 Stardust | |||
Second | Dragonkind | Silver Dragon, Ancient | Metallic Dragon | Dragon | Silver | Magical | Ancient | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 21 | 1293 (946+63d10) | 1,725 | 41 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +31 Hit; 33% Crit. (68+) | +32 Hit; 18% Crit. (83+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 44; Natural 44; Holy 44; Demonic 44; Mental 43 | Move 12; Str 22; Agil 13; Stam 22; Int 21; Wis 22; Avd 8; Per 19; Res 22; Init 18; Cha 19 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+15) & Claw x2 (3d10+9) + Tailswipe (3d12+18 damage) | Cosmic Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d12+8 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 7+ Celestial Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Stardust | ||
Second | Dragonkind | Silver Drake | Metallic Dragon | Dragon | Silver | Magical | Drake | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 10 | 243 (153+20d8) | 229 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 36; Natural 31; Holy 30; Demonic 28; Mental 27 | Move 9; Str 18; Agil 17; Stam 18; Int 14; Wis 13; Avd 13; Per 14; Res 15; Init 15; Cha 15 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+9) & Claw x2 (1d12+3) + Tailswipe (2d6+8 damage) | Cosmic Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d4 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 4 Celestial Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
4d8 Stardust | |||
Second | Dragonkind | Silver Regal Dragon | Metallic Dragon | Dragon | Silver | Magical | Regal | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 20 | 911 (651+40d12) | 1,146 | 33 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 42; Natural 42; Holy 40; Demonic 41; Mental 41 | Move 11; Str 21; Agil 16; Stam 21; Int 20; Wis 21; Avd 10; Per 18; Res 20; Init 20; Cha 21 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+13) & Claw x2 (3d8+9) + Tailswipe (2d10+10 damage) | Cosmic Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d10+6 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 7 Celestial Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Stardust | ||
Second | Dragonkind | Silver Wyrm | Metallic Dragon | Dragon | Silver | Magical | Wyrm | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 5 | 85 (53+5d12) | 101 | 9 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 30; Natural 24; Holy 24; Demonic 21; Mental 21 | Move 8; Str 15; Agil 18; Stam 15; Int 12; Wis 9; Avd 16; Per 12; Res 12; Init 12; Cha 8 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+7) & Claw x2 (1d8+3) + Tailswipe (2d6+4 dam) | Cosmic Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 3 Celestial Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
3d6 Stardust | |||
Second | Dragonkind | Tranilium Dragon | Metallic Dragon | Dragon | Tranilium | Magical | Dragon | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 16 | 550 (374+32d10) | 549 | 22 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +22 Hit; 14% Crit. (87+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 44; Natural 39; Holy 36; Demonic 35; Mental 35 | Move 10; Str 20; Agil 16; Stam 22; Int 18; Wis 17; Avd 10; Per 16; Res 18; Init 18; Cha 18 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+13) & Claw x2 (3d6+5) + Tailswipe (2d8+10 damage) | Temporal Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d6+6 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 5 Temporal Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
5d10 Warpstone | ||
Second | Dragonkind | Tranilium Dragon Consort/Lord | Metallic Dragon | Dragon | Tranilium | Magical | Consort/Lord | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 18 | 878 (644+36d12) | 963 | 30 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +26 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 46; Natural 42; Holy 38; Demonic 38; Mental 38 | Move 11; Str 21; Agil 16; Stam 23; Int 19; Wis 19; Avd 10; Per 17; Res 19; Init 19; Cha 20 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+15) & Claw x2 (2d10+9) + Tailswipe (2d10+10 damage) | Temporal Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d8+8 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 6 Temporal Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Warpstone | ||
Second | Dragonkind | Tranilium Dragon Hatchling | Metallic Dragon | Dragon | Tranilium | Magical | Hatchling | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 1 | 17 (14+1d6) | 12 | 3 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -7 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 22; Natural 14; Holy 14; Demonic 10; Mental 10 | Move 5; Str 6; Agil 10; Stam 11; Int 7; Wis 3; Avd 20; Per 8; Res 7; Init 8; Cha 5 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6+1) | Detect Magic (unlimited use) & Natural Cantrip (Temporal, unlimited use) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Precision: Immune to all critical misses or critical casting failures |
1d4 Warpstone | ||||
Second | Dragonkind | Tranilium Dragon Whelp | Metallic Dragon | Dragon | Tranilium | Magical | Whelp | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 2 | 35 (26+2d8) | 32 | 5 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 26; Natural 18; Holy 18; Demonic 14; Mental 15 | Move 6; Str 8; Agil 12; Stam 13; Int 10; Wis 5; Avd 19; Per 10; Res 9; Init 9; Cha 6 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+3) & Claw (1d6+3) | Temporal Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 1 Temporal Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Precision: Immune to all critical misses or critical casting failures |
1d6 Warpstone | |||
Second | Dragonkind | Tranilium Dragon, Ancient | Metallic Dragon | Dragon | Tranilium | Magical | Ancient | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 21 | 1379 (1032+63d10) | 1,917 | 43 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +27 Hit; 16% Crit. (85+) | AC 102; Armor 96; Dodge 6 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 48; Natural 41; Holy 36; Demonic 35; Mental 36 | Move 12; Str 22; Agil 12; Stam 24; Int 19; Wis 17; Avd 6; Per 17; Res 18; Init 14; Cha 12 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+17) & Claw x2 (3d10+11) + Tailswipe (3d12+20 damage) | Temporal Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d12+12 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 7+ Temporal Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Warpstone | ||
Second | Dragonkind | Tranilium Drake | Metallic Dragon | Dragon | Tranilium | Magical | Drake | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 10 | 260 (170+20d8) | 262 | 15 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 40; Natural 33; Holy 30; Demonic 28; Mental 27 | Move 9; Str 18; Agil 17; Stam 20; Int 14; Wis 13; Avd 13; Per 14; Res 15; Init 15; Cha 15 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+11) & Claw x2 (1d12+5) + Tailswipe (2d6+10 damage) | Temporal Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d4+4 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 4 Temporal Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
4d8 Warpstone | |||
Second | Dragonkind | Tranilium Regal Dragon | Metallic Dragon | Dragon | Tranilium | Magical | Regal | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 20 | 973 (713+40d12) | 1,283 | 35 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 46; Natural 44; Holy 40; Demonic 41; Mental 41 | Move 11; Str 21; Agil 16; Stam 23; Int 20; Wis 21; Avd 10; Per 18; Res 20; Init 20; Cha 21 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+15) & Claw x2 (3d8+11) + Tailswipe (2d10+12 damage) | Temporal Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d10+10 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 7 Temporal Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Warpstone | ||
Second | Dragonkind | Tranilium Wyrm | Metallic Dragon | Dragon | Tranilium | Magical | Wyrm | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 5 | 92 (60+5d12) | 119 | 10 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 34; Natural 26; Holy 24; Demonic 21; Mental 21 | Move 8; Str 15; Agil 18; Stam 17; Int 12; Wis 9; Avd 16; Per 12; Res 12; Init 12; Cha 8 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+9) & Claw x2 (1d8+5) + Tailswipe (2d6+6 dam) | Temporal Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d2+2 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 3 Temporal Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
3d6 Warpstone | |||
Second | Dragonkind | White Dragon | Chromatic Dragon | Dragon | White | Magical | Dragon | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 15 | 437 (272+30d10) | 453 | 20 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +22 Hit; 14% Crit. (87+); +2 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 29% Crit. (72+) | +20 Hit; 13% Crit. (88+) | AC 91; Armor 80; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 34; Natural 33; Holy 32; Demonic 32; Mental 34 | Move 10; Str 19; Agil 18; Stam 17; Int 18; Wis 16; Avd 11; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+8) & Claw x2 (3d6) + Tailswipe (2d8+4 damage) | Frost Breath IV: 4d10+4 Frost Damage, targets are Slowed for 3 rounds |
Can use up to Tier 5 Frost Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Minotaur) |
5d10 Everice | ||
Second | Dragonkind | White Dragon Consort/Lord | Chromatic Dragon | Dragon | White | Magical | Consort/Lord | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 17 | 698 (477+34d12) | 824 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 35% Crit. (66+) | +24 Hit; 15% Crit. (86+) | AC 99; Armor 88; Dodge 11 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 36; Natural 36; Holy 34; Demonic 35; Mental 37 | Move 11; Str 20; Agil 18; Stam 18; Int 19; Wis 18; Avd 11; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+10) & Claw x2 (2d10+4) + Tailswipe (2d10+4 damage) | Frost Breath V: 4d12+6 Frost Damage, targets are Slowed for 3 rounds |
Can use up to Tier 6 Frost Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Minotaur) |
6d12 Everice | ||
Second | Dragonkind | White Draconid, Cryomancer | Chromatic Dragon | Draconid | White | Mage | Cryomancer | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 6 | 61 (28+6d10) | 26 | 4 | Medium (Upright) | 0 | +7 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | +8 Hit; 12% Crit. (89+) | +5 Hit; 6% Crit. (95+) | AC 39; Armor 28; Dodge 11 |
Arcane 26; Elemental 14; Natural 17; Holy 22; Demonic 21; Mental 23 | Move 5; Str 10; Agil 12; Stam 7; Int 13; Wis 10; Avd 11; Per 13; Res 11; Init 12; Cha 7 | Draconic (Dragon Tongue), Common & Human | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Long Staff (2d6, ward off) | Frost Powers: Frost Shield x2 (T3 instant), Ice Bolt x3 (T3 action), Shatter x2 (T3 action), Bone Chill x2 (T3 action), |
Hardened (Frost): Incoming damage of this type is reduced by half Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
0-2 Everice, 0-1 Minor Spirit Potion | Offsrping of white dragons and human mages | |||
Second | Dragonkind | White Draconid, Frostguard | Chromatic Dragon | Draconid | White | Protector | Frostguard | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 8 | 104 (60+8d10) | 39 | 5 | Medium (Upright) | 0 | +1 Hit; 5% Crit. (96+) | +8 Hit; 8% Crit. (93+) | +2 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | AC 53; Armor 52; Dodge 1; Stiff 6 Frost Armor (see Skills) |
Arcane 10; Elemental 24; Natural 16; Holy 20; Demonic 14; Mental 9 | Move 5; Str 13; Agil 4; Stam 12; Int 5; Wis 4; Avd 7; Per 11; Res 10; Init 10; Cha 5 | Draconic, Common & Human | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 plus Scales, Light x8 | 1 Handed Bludgeon & Shield, Typ. Warhammer: 2d6+1 damage & Targe: Block (+4) | Taunt (unlimited, instant), Taunting Shout x1 (instant), Superior Defensive Stance x1 (instant) Frost Armor: Passive, begin each battle with Frost Armor active, see also Imbue: Shiver (T1 instant) and Frost Nova (T2 action) |
Hardened (Frost): Incoming damage of this type is reduced by half |
0-2 Everice | Offspring of white dragons and humans | |||
Second | Dragonkind | White Draconid, Ice Breaker | Chromatic Dragon | Draconid | White | Brute | Ice Breaker | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 12 | 169 (91+12d12) | 93 | 9 | Large (Upright) | 2; Crushing Blow 2 | +3 Hit; 3% Crit. (98+); +1 Damage | +6 Hit; 4% Crit. (97+) | +2 Hit; 1% Crit. (100+) | +3 Hit; 1% Crit. (100+) | AC 73; Armor 68; Dodge 5; Noisy 8; Double Layer 6 |
Arcane 18; Elemental 26; Natural 23; Holy 26; Demonic 23; Mental 19 | Move 6; Str 16; Agil 8; Stam 13; Int 9; Wis 10; Avd 5; Per 11; Res 13; Init 13; Cha 4 | Draconic, Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Leather x6 plus Scales, Light x8 | Dual 2H Bludgeons each wielded in one hand with Crushing Blow available, typ: Great Mace x2 (2d6+1d4+1, Crushing Blow 3) | Icy Chains x2: Instant, Frost enchanted chains that can be thrown at range = STR, inflicting 1d8 physical damage and Immobilizing/Snaring targets until passing a Strength test or taking damage, damage that the breaks the chains is doubled |
Warmonger Rank4: +2 movement if charging, +2 damage +30% Overpowering for all attacks made as a charge, and first attack has Knock Down if winning a Stamina stat roll-off |
Hardened (Frost): Incoming damage of this type is reduced by half Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
Has up to 8 XP worth of Crafted and Enchanted gear, typical: Dual Solid Maces (+1 Crushing Blow) of Improved Frost (+1 Frost dam & 60+ Slow for 1 rnd) |
2d6 Everice | Offspring of white dragons and minotaurs | |
Second | Dragonkind | White Dragon Hatchling | Chromatic Dragon | Dragon | White | Magical | Hatchling | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 1 | 11 (8+1d6) | 6 | 2 | Tiny (Prone) | -4 | +2 Hit; 5% Crit. (96+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 13% Crit. (88+) | -8 Hit; 1% Crit. (100+) | AC 37; Armor 16; Dodge 21 |
Arcane 14; Elemental 12; Natural 8; Holy 10; Demonic 7; Mental 9 | Move 5; Str 5; Agil 12; Stam 6; Int 7; Wis 2; Avd 21; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4) | Detect Magic (unlimited use) & Elemental Cantrip (Frost, unlimited use) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Everice | ||||
Second | Dragonkind | White Dragon Whelp | Chromatic Dragon | Dragon | White | Magical | Whelp | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 2 | 25 (16+2d8) | 18 | 3 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+); -1 Damage | +1 Hit; 4% Crit. (97+) | +1 Hit; 14% Crit. (87+) | -5 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 |
Arcane 20; Elemental 16; Natural 12; Holy 14; Demonic 11; Mental 14 | Move 6; Str 7; Agil 14; Stam 8; Int 10; Wis 4; Avd 20; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8) & Claw (1d4) | Frost Breath I: 1d8 Frost Damage, targets are Slowed for 1 round |
Can use up to Tier 1 Frost Powers (per day use: T1 x3, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Everice | |||
Second | Dragonkind | White Dragon, Ancient | Chromatic Dragon | Dragon | White | Magical | Ancient | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 20 | 1109 (779+60d10) | 1,617 | 39 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +24 Hit; 15% Crit. (86+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 37% Crit. (64+) | +30 Hit; 17% Crit. (84+) | AC 97; Armor 88; Dodge 9 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 38; Natural 40; Holy 40; Demonic 41; Mental 42 | Move 12; Str 21; Agil 15; Stam 19; Int 21; Wis 21; Avd 9; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+12) & Claw x2 (3d10+6) + Tailswipe (3d12+14 damage) | Frost Breath VII: 5d12+10 Frost Damage, targets are Frozen |
Can use up to Tier 7+ Frost Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Everice | ||
Second | Dragonkind | White Drake | Chromatic Dragon | Dragon | White | Magical | Drake | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 10 | 218 (128+20d8) | 210 | 13 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +18 Hit; 11% Crit. (90+); +1 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 25% Crit. (76+) | +11 Hit; 9% Crit. (92+) | AC 70; Armor 56; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 30; Natural 27; Holy 26; Demonic 25; Mental 26 | Move 9; Str 17; Agil 19; Stam 15; Int 14; Wis 12; Avd 14; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+6) & Claw x2 (1d12) + Tailswipe (2d6+4 damage) | Frost Breath III: 2d10+1d8+2 Frost Damage, targets are Slowed for 2 rounds |
Can use up to Tier 4 Frost Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Everice | |||
Second | Dragonkind | White Regal Dragon | Chromatic Dragon | Dragon | White | Magical | Regal | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 19 | 778 (531+38d12) | 1,090 | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +26 Hit; 16% Crit. (85+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 36% Crit. (65+) | +28 Hit; 16% Crit. (85+) | AC 99; Armor 88; Dodge 11 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 36; Natural 38; Holy 36; Demonic 38; Mental 40 | Move 11; Str 20; Agil 18; Stam 18; Int 20; Wis 20; Avd 11; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+10) & Claw x2 (3d8+6) + Tailswipe (2d10+6 damage) | Frost Breath VI: 5d10+8 Frost Damage, targets are Frozen |
Can use up to Tier 7 Frost Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Minotaur) |
6d12 Everice | ||
Second | Dragonkind | White Wyrm | Chromatic Dragon | Dragon | White | Magical | Wyrm | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 5 | 75 (42+5d12) | 79 | 8 | Large (Prone) | 2; Crushing Blow 2 | +14 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +6 Hit; 17% Crit. (84+) | +2 Hit; 5% Crit. (96+) | AC 57; Armor 40; Dodge 17 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 24; Natural 20; Holy 20; Demonic 18; Mental 20 | Move 8; Str 14; Agil 20; Stam 12; Int 12; Wis 8; Avd 17; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+4) & Claw x2 (1d8) + Tailswipe (2d6 dam) | Frost Breath II: 1d8+1d6 Frost Damage, targets are Slowed for 2 rounds |
Can use up to Tier 3 Frost Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Everice | |||
Second | Dragonkind | Yellow Dragon | Chromatic Dragon | Dragon | Yellow | Magical | Dragon | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 15 | 469 (304+30d10) | 482 | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +19 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 29% Crit. (72+) | +20 Hit; 13% Crit. (88+) | AC 88; Armor 80; Dodge 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 38; Natural 35; Holy 32; Demonic 32; Mental 34 | Move 10; Str 21; Agil 15; Stam 19; Int 18; Wis 16; Avd 8; Per 16; Res 16; Init 16; Cha 14 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+11) & Claw x2 (3d6+3) + Tailswipe (2d8+8 damage) | Acid Breath IV: 4d10+4 Acid Damage, applies 4 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 5 Acid Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Orcs, Goblins) |
5d10 Brimstone | ||
Second | Dragonkind | Yellow Dragon Consort/Lord | Chromatic Dragon | Dragon | Yellow | Magical | Consort/Lord | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 17 | 751 (530+34d12) | 868 | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +21 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 35% Crit. (66+) | +24 Hit; 15% Crit. (86+) | AC 96; Armor 88; Dodge 8 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 40; Natural 38; Holy 34; Demonic 35; Mental 37 | Move 11; Str 22; Agil 15; Stam 20; Int 19; Wis 18; Avd 8; Per 17; Res 17; Init 17; Cha 16 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+13) & Claw x2 (2d10+7) + Tailswipe (2d10+8 damage) | Acid Breath V: 4d12+6 Acid Damage, applies 5 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 6 Acid Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Orcs, Goblins) |
6d12 Brimstone | ||
Second | Dragonkind | Yellow Dragon Hatchling | Chromatic Dragon | Dragon | Yellow | Magical | Hatchling | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 1 | 14 (10+1d6) | 7 | 2 | Tiny (Prone) | -4 | -1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 13% Crit. (88+) | -8 Hit; 1% Crit. (100+) | AC 34; Armor 16; Dodge 18 |
Arcane 14; Elemental 16; Natural 10; Holy 10; Demonic 7; Mental 9 | Move 5; Str 7; Agil 9; Stam 8; Int 7; Wis 2; Avd 18; Per 8; Res 5; Init 6; Cha 1 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6) | Detect Magic (unlimited use) & Elemental Cantrip (Acid, unlimited use) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Brimstone | ||||
Second | Dragonkind | Yellow Dragon Whelp | Chromatic Dragon | Dragon | Yellow | Magical | Whelp | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 2 | 29 (20+2d8) | 21 | 4 | Small (Prone) | -2 | +2 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 14% Crit. (87+) | -5 Hit; 2% Crit. (99+) | AC 41; Armor 24; Dodge 17 |
Arcane 20; Elemental 20; Natural 14; Holy 14; Demonic 11; Mental 14 | Move 6; Str 9; Agil 11; Stam 10; Int 10; Wis 4; Avd 17; Per 10; Res 7; Init 7; Cha 2 | Draconic (Dragon Tongue) & Ignan (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+2) & Claw (1d6+2) | Acid Breath I: 1d8 Acid Damage, applies 1 stack of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 1 Acid Powers (per day use: T1 x3, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Brimstone | |||
Second | Dragonkind | Yellow Dragon, Ancient | Chromatic Dragon | Dragon | Yellow | Magical | Ancient | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 20 | 1191 (861+60d10) | 1,699 | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +21 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 37% Crit. (64+) | +30 Hit; 17% Crit. (84+) | AC 94; Armor 88; Dodge 6 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 42; Natural 42; Holy 40; Demonic 41; Mental 42 | Move 12; Str 23; Agil 12; Stam 21; Int 21; Wis 21; Avd 6; Per 19; Res 20; Init 16; Cha 15 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+15) & Claw x2 (3d10+9) + Tailswipe (3d12+18 damage) | Acid Breath VII: 5d12+10 Acid Damage, applies 7 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 7+ Acid Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Brimstone | ||
Second | Dragonkind | Yellow Drake | Chromatic Dragon | Dragon | Yellow | Magical | Drake | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 10 | 235 (145+20d8) | 225 | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +15 Hit; 10% Crit. (91+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 25% Crit. (76+) | +11 Hit; 9% Crit. (92+) | AC 67; Armor 56; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 34; Natural 29; Holy 26; Demonic 25; Mental 26 | Move 9; Str 19; Agil 16; Stam 17; Int 14; Wis 12; Avd 11; Per 14; Res 13; Init 13; Cha 11 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+9) & Claw x2 (1d12+3) + Tailswipe (2d6+8 damage) | Acid Breath III: 2d10+1d8+2 Acid Damage, applies 3 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 4 Acid Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Brimstone | |||
Second | Dragonkind | Yellow Regal Dragon | Chromatic Dragon | Dragon | Yellow | Magical | Regal | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 19 | 837 (590+38d12) | 1,145 | 33 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 26% Crit. (75+) | +28 Hit; 16% Crit. (85+) | AC 96; Armor 88; Dodge 8 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 40; Natural 40; Holy 36; Demonic 38; Mental 40 | Move 11; Str 22; Agil 15; Stam 20; Int 20; Wis 20; Avd 8; Per 18; Res 18; Init 18; Cha 17 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+13) & Claw x2 (3d8+9) + Tailswipe (2d10+10 damage) | Acid Breath VI: 5d10+8 Acid Damage, applies 6 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 7 Acid Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Orcs, Goblins) |
6d12 Brimstone | ||
Second | Dragonkind | Yellow Wyrm | Chromatic Dragon | Dragon | Yellow | Magical | Wyrm | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 5 | 82 (49+5d12) | 88 | 8 | Large (Prone) | 2; Crushing Blow 2 | +11 Hit; 8% Crit. (93+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 17% Crit. (84+) | +2 Hit; 5% Crit. (96+) | AC 54; Armor 40; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 28; Natural 22; Holy 20; Demonic 18; Mental 20 | Move 8; Str 16; Agil 17; Stam 14; Int 12; Wis 8; Avd 14; Per 12; Res 10; Init 10; Cha 4 | Draconic (Dragon Tongue) & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+7) & Claw x2 (1d8+3) + Tailswipe (2d6+4 dam) | Acid Breath II: 1d8+1d6 Acid Damage, applies 2 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 3 Acid Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Brimstone |