KING
Amethyst Dragon

Amethyst Dragon

Dragon · no Crown (Neutral)

T4d10Sovereign

Psionic gem hoarders, amethyst dragons force visions, lairs in crystal caverns.

Tier 4  ·  Role Sovereign  ·  Pool Vigor 7 / Vitality 26  ·  AC 14  ·  ATK +5  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor7Tier + Heart mod, regenerates
Vitality2610 + 4 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
StatScoreModDie
Body8-1-d3
Mind22+6d12
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate18+4d8

Passives

Passive

Spellcasting (gem-psionics)

Its thoughts press on the world like a violet weight: it speaks mind to mind within 120 ft, is immune to force damage, and has advantage on saves against psychic effects.

Maneuvers

Maneuver

Gravity Well

Invokes the crushing weight of collapsed stars. Each creature within a 30 ft radius makes a Body save (DC 17): on a failure it takes 4 damage and is dragged 30 ft toward the dragon, on a success it takes 1 Vigor damage.

Maneuver

Mental Command

Speaks to the animal part of one mind within 60 ft. Mind save (DC 17) or the creature is stunned 1 round as an alien command drowns its thoughts.

Tactics

GM tactics

Studies intruders from afar with psionics. Prefers to negotiate. Hoards gems and arcane knowledge. Uses Gravity Well to drag enemies into melee.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.