Dragon / Dragons (Flame)

The legendary dragon needs no introduction.

Dragon / Dragons (Flame)

Level 25 Creature

Huge-Massive - Draconid - Winged - Quadruped

Information

Dragons are a diverse and proud species of flying reptilians. They have two arms and two legs, typically walking on all fours with two large leathery bat-like wings. They have long necks and tails with horns on their heads and running down their spines. Their bodies are covered in hard scales from head to toe. They have sharp teeth and claws and most can breathe fire or some other hazardous substance out of their mouth. They are extremely intelligent and many are capable of using magic and technology. They live for centuries, possess regenerative abilities and never forget, forgive or apologize. Over time they tend to collect huge hordes and collections, often of wealth or power, making them targets for mortals and other dragons alike. Most dragons will take great care to protect their horde, often hiring or enslaving mortals to build elaborate liars complete with traps, labyrinths and other security measures. Dragons tend to be suspicious and in some cases even paranoid, causing them to meticulously plan for every possible method of entering their lair and come up with an appropriate countermeasure.

Behavior

Dragon society breeds uniquely proud and egotistical creatures. While dragons are sapient and capable of feeling emotions, most dragons are narcissistic, Machiavellian or Psychopathic in nature, sometimes a combination or all three. It is difficult to befriend a Dragon and more difficult still to avoid being betrayed by one. Many dragons are highly suspicious of everyone they meet and in some cases are quite paranoid, seeing potential thieves and assassins in everyone. This is not to say all dragons behave this way, but it is quite common within the societies they foster.

In dragon culture if two dragons clash the victor will not slay the loser, instead biting or tearing off their wings and cauterizing the wound with their breathe, stripping them of their status as a true dragon and marking them with a brand of defeat for life, which for dragons is quite long. For dragons, being wingless is to be reduced to the level of mortals such as humanoids, which for them is a shameful existence. 

Tactics

Dragons are unique and individualistic creatures with varying strategies around combative engagements. However, most dragons are extremely cunning and will carefully plan for any danger that they foresee. When engaged in combat dragons will often have been planning for some time. They may have arranged traps or the assistance of allies or servants. Whatever the situation, rest assured, a dragon has a primary plan and backup plans as well. 

Dragons themselves excel at combat and will typically engage from a distance while flying, using their Spells, Breath and Flyby Attacks until their foe lies in ruin. Some prideful dragons may even move in close to finish their kills and watch their life force exit their body. Others may watch dispassionately from a distance as their foe slowly dies a painful death. Others still may begin to engage in grand speeches and monologues when they see their foe is near death. 

Weaknesses

Dragons are often prideful and egotistical. Appealing to a dragon’s ego is one of the best ways to survive an encounter with one. While dragons are extremely hardy and resilient, they can be slain. They have small gaps in their scales into which skilled warriors may be able to slip a blade or arrow. Also, while extremely hard, dragon scales are not indestructible. Like anything if dealt enough damage they will eventually break.

Harvestables

Dragon Heart - x1 - A rare and potent alchemical ingredient used in the creation of powerful healing potions such as Resurrection Potions.

Dragon Scales/Dragon Hide - 4d10 sq. meters. Can be used by highly skilled smiths to make dragon scale armor.

Dragon Crystal - x1 - A crystalline organ from within a dragon that allows it to breathe fire or other harmful substances. 

Dragon Meat - 2d10x100 kg.

Spells

Tier I: Arcane Volt, Illusion, Grave Hand, Ignition

Tier II: Raise Dead, Gravity Well

Tier III: Transmute Energy

Mana

8 (Roll 1d6 once per turn when you have no Mana remaining. On a result of 5 or 6, regain 1 Mana)

Traits

Dragon Sorcerer

The creature is considered to be a Dragon Sorcerer archetype and can cast magical spells with ease.

Acquire 4 Tier I Spells, 2 Tier II Spells and one Tier III Spell spell of choice.

Roll 1d6 once per turn when you have no Mana remaining. On a result of 5 or 6, regain 1 Mana.

Heat Vision

XP Cost: 2

Effect: The creature can detect warm blooded creatures via the heat they put out and can also visually see heat up to a range of 10 meters. The type of vision completely negates stealth rolls made by warm blooded creatures unless they are somehow insulating their body heat.

Heavyweight

½ forced movement.

Winged Flight III

12 Meter Flying Speed

Scaled Hide V

+12 AC and +35 Armor Points

Beastly Hide V

+12 AC and +35 Armor Points

Multi Strike II

Two additional Melee or Natural Weapon Attacks.

Multi-Shot 

One additional Ranged or Spit Attack.

Padding

Resistant to Blunt Damage

Tough Skinned

Resistant to Slashing Damage

Abilities

Airblast III

The creature is capable of projecting a powerful blast of air using its wings.

Action: Action

ARP Cost: 1 Stamina

Range: 5 Meter Cone

Effect: Target must pass a DC 18 STR Saving Throw or be pushed 5 Meters and Knocked Prone. Creatures that save are pushed 3 Meters.

Special: This Ability generates Strong Winds within its Range, which can be used to dissipate clouds and gasses, as well as extinguish small fires.

Fearsome Bellow III

A roar so loud and intimidating it can cause those around to freeze in fear or outright flee.

Action: Motion

ARP Cost: 1 Stamina or Might

Range: 3 Meter Blast

Effect: All non-ally creatures within Range must Roll a Constitution Saving Throw. The DC is 18.

Fail: Creatures that Fail the Saving Throw are dealt 1d10+6 Nonlethal Psychic Damage and suffer from the Frightened Condition until the end of their next turn. Creatures that have a modified saving throw roll result of 5 or lower suffer from the Fleeing Condition until the end of their next turn.

Pass: Creatures that Pass the Saving throw are dealt half the damage above and are otherwise unaffected.

Special: Hearing protection and silencing effects negate this ability.

Fire Breath V

The Creature possesses a Devastating Fire Breath Attack.

Action: Action

ARP Cost: 1 Stamina

Range: 8 Meter Cone

Effect: Creatures in the area must roll a DEX or CON Saving throw with a DC of 16. If they Fail they are dealt Full Damage from this Ability, If they Pass they are dealt ½ Damage from this Ability.

Damage: 4d6+5 Burn Damage.

Special: Creatures dealt 20 more damage by this Attack suffer from the Burning 1d6 Condition. 

Creatures suffering from the Greased or Dried Condition are considered to be Vulnerable to Burn Damage.

Flame Spit V

The creature is capable of spitting balls of fire.

Action: Ranged Attack Action

Range: 25 Meters

Damage: 3d6 + 5 Burn Damage

Special: Creatures dealt 20 more damage by this Attack suffer from the Burning 1d6 Condition. 

Creatures suffering from the Greased or Dried Condition are considered to be Vulnerable to Burn Damage.

Bite III

The Creature possesses a Strong Bite Attack.

Action: Melee Attack Action

Range: Adjacent

Damage: 1d12 + 7 Slash or Puncture Damage Slash or Puncture Damage.

Claws Strike II

The Creature Possesses Powerful Claws that it wields as a Natural Weapon.

Action: Melee Attack Action

Range: Melee

Damage: 2d4 + 7 Slash or Puncture Damage.

Flyby Attack IV

The Creature possesses a devastating flyby Attack.

Action: Melee Attack Action

Range: 1 Meter

Damage: 1d10 + 5 Slash Damage. Movement prior and after this attack does not provoke reaction attacks.

Tail Strike V

The Creature possesses a heavy tail capable of being weaponized.

Action: Melee Attack Action

Range: 5 Meters

Damage: 3d6+7 Blunt Damage.

Hit Effect: The creature must roll a DEX saving throw with a DC of 16. If they Fail, they are pushed 3 meters and knocked prone.

Trample II

The Creature is capable of heavily trampling smaller creatures.

Action: Movement

Range: Movement Distance - 2.

Damage: 4d6 Blunt Damage

Effect: When this Creature Moves through their occupied Tile(s), Creatures 2 or more size categories smaller than this creature must pass a DC 14 DEX Saving Throw, or be dealt the Damage from this Ability. Prone creatures have Disadvantage on this Saving Throw.

Stats

STR CON DEX INT WIS CHA
20 20 20 20 18 12
5 5 5 5 4 1
Size Huge
Movement 12 Meters Flying or Gliding/ 8 Meters Walking 
Attack Modifier +10
AC 22(12+5+5) 
HP 400
Armor 70(35+35)
Domain Rivers, Lakes, Coasts, Caves, Undergrounds, Forests, Jungles, Swamps, Ruins and Mountains.
Native Realm X