KING
Ancient Brass Dragon

Ancient Brass Dragon

Dragon · no Crown (Good)

T5d12Sovereign

Sage-like dune philosophers, ancient brass dragons debate ethics, fire breath forgotten in discourse.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 10 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC1415 base - 1 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind22+6d12
Sense8-1-d3
Heart20+5d10
Cunning20+5d10
Fate20+5d10

Passives

Passive

Legendary Resistance (3/day)

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

Passive

Spellcasting (sun-sage cantillation)

A desert philosopher's voice shapes drowsing and persuasion alike; it is immune to fire damage and can wear a humanoid or beast shape to talk long before it fights.

Maneuvers

Maneuver

The Drowsing

A wave of honey-thick weariness settles over a 60 ft cone. Each creature makes a Body save (DC 19) or falls asleep; a sleeper wakes if it takes damage, is shaken, or at the end of its next turn.

Maneuver

Silver Tongue

Its voice becomes honeyed reason. One creature within 30 ft makes a Mind save (DC 19) or is charmed for 1 round and will not attack the dragon while it keeps speaking.

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

Wildfire

Telegraph · disrupt d6 · Body save

Looses a 90 ft line of desert fire that catches and spreads across the sand. 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.

Tactics

GM tactics

Prefers intellectual discourse to combat. Has accumulated centuries of knowledge. Only fights in self-defense or to protect innocents.

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.