Ancient Copper Dragon
Dragon · no Crown (Good)
T5d12Sovereign
Eternal comic sages, ancient copper dragons stage plays, breath petrifying rude audiences.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 22 | +6 | d12 |
| Sense | 8 | -1 | -d3 |
| Heart | 20 | +5 | d10 |
| Cunning | 22 | +6 | d12 |
| Fate | 20 | +5 | d10 |
Passives
Legendary Resistance (3/day)
When the dragon fails a save, it may choose to succeed instead.
Spellcasting (trickster's mirage)
A jester's cunning made magic; it is immune to acid damage and delights in illusions that shame rude guests before it ever bares a fang.
Maneuvers
Mirror Selves
Three perfect copies of the dragon step from its shadow, mimicking its every movement. An attacker must guess which is real, and each illusion bursts the instant it is struck.
Slow
Heavy metallic fumes fill a 30 ft cone. Each creature makes a Body save (DC 19) or is slowed 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.
Petrify
Fixes one creature within 30 ft with a mocking eye and speaks a word of stillness; its flesh grays toward stone. Body save (DC 19): on a failure it takes 5 damage and is restrained for 1 round, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Master comedian and trickster. Has accumulated centuries of jokes. Tests visitors with increasingly difficult riddles. Only fights if truly provoked.
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.