KING
Ancient Bronze Dragon

Ancient Bronze Dragon

Dragon · no Crown (Good)

T5d12Sovereign

Timeless sea wardens, ancient bronze dragons command tides, libraries filled with nautical lore.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 9 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC1415 base - 1 Sense
Vigor9Tier + 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
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind20+5d10
Sense8-1-d3
Heart18+4d8
Cunning20+5d10
Fate20+5d10

Passives

Passive

Legendary Resistance (3/day)

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

Passive

Spellcasting (tide-command)

It rules the surf by will alone; it is immune to lightning damage, breathes both air and water, and can take a humanoid or beast shape to walk unrecognized among sailors.

Maneuvers

Maneuver

Control Water

Raises the sea at a gesture. Each creature within a 30 ft cone makes a Body save (DC 19) or is hurled 40 ft by a wall of water and knocked prone.

Maneuver

Tidal Wave

A wave surges up and crashes across a 60 ft line. Each creature makes a Body save (DC 19): on a failure it takes 5 damage and is knocked prone, on a success it takes 1 Vigor damage.

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

Chain Lightning

Telegraph · disrupt d6 · Body save

Lightning leaps from its jaws down a 120 ft line and forks to nearby foes. 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

Commands respect from all sea creatures. Has amassed vast naval knowledge over centuries. Allies with good coastal civilizations against maritime threats.

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.