KING
Ancient Black Dragon

Ancient Black Dragon

Dragon · Crown of Wrath

T5d12Sovereign

Elder swamp sovereigns, ancient black dragons shape mires with wings, whispering curses that blight lands.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 4 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor4Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit14+Cunning 22
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind20+5d10
Sense22+6d12
Heart8-1-d3
Cunning22+6d12
Fate20+5d10

Passives

Passive

Legendary Resistance (3/day)

When it fails a save, it may choose to succeed instead.

Passive

Swamp Tyrant

Immune to acid damage; breathes air and water. Water fouls for a mile around its lair and plants wither where it nests.

Maneuvers

Maneuver

Frightful Presence

Each enemy within 60 ft that can see the dragon makes a Heart save (DC 19) or is frightened for 1 round.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Acid Breath

Telegraph · disrupt d6 · Body save

Vomits a 90 ft line of hissing acid that eats flesh, mail, and bone. Each creature in the line makes a Body save (DC 19): on a failure it takes 5 damage, on a success it takes 1 Vigor damage.

Reactions

Reaction

Wing Buffet

Once per round when a creature ends its turn within 15 ft, the dragon beats its wings: each creature within 15 ft makes a Body save (DC 19) or takes 1 Vigor damage and is knocked prone, and the dragon flies up to 20 ft.

Tactics

GM tactics

Centuries of cruelty refined into an art. Corrupts the land for miles. Lures adventurers into flooded lairs full of submerged bones. Enjoys watching foes dissolve slowly.

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 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 14+ (Cunning 22).
  • 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.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.