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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 8 | -1 | -d3 |
| Heart | 18 | +4 | d8 |
| 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 (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
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.
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.
Chain Lightning
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.