Ancient Blue Dragon
Dragon · Crown of Pride
T5d12Sovereign
Timeless dune despots, ancient blue dragons summon storms, their lairs riddled with illusory traps.
Tier 5 · Role Sovereign · Pool Vigor 4 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 8 | -1 | -d3 |
| Cunning | 20 | +5 | d10 |
| Fate | 20 | +5 | d10 |
Passives
Legendary Resistance (3/day)
When it fails a save, it may choose to succeed instead.
Spellcasting (dune-storm sorcery)
It commands sand and sky together, raising blinding sandstorms for a mile around; it is immune to lightning damage and sees through its own murk while its prey cannot.
Maneuvers
Mirror Selves
Three flickering duplicates of the dragon step out of the heat-haze, each mirroring its movements. An attacker must guess which is real, and each illusion bursts the instant it is struck.
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.
Storm of Vengeance
Raises its wings and the sky answers with fury: a storm of lightning and driving sand floods a 120 ft line. Each creature in the line makes a Body save (DC 19): on a failure it takes 5 damage and is blinded for 1 round, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Master tactician. Uses sandstorms to disorient prey. Creates illusory duplicates to confuse. Considers itself the rightful ruler of all it surveys.
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 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.
- 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.