Ancient Green Dragon
Dragon · Crown of Deception
T5d12Sovereign
Timeless woodland tyrants, ancient green dragons corrupt groves, spies in every tree.
Tier 5 · Role Sovereign · Pool Vigor 4 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 22 | +6 | d12 |
| Sense | 22 | +6 | d12 |
| Heart | 8 | -1 | -d3 |
| 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 (briar-beguilement)
Its whispers rot loyalty and grove alike; plants and beasts within a mile of its lair twist into thorned spies, and it is immune to poison damage.
Maneuvers
Phantasmal Slayer
Reaches into one mind within 60 ft and grows its deepest terror into something hideously real. Mind save (DC 19): on a failure the creature takes 5 damage and is frightened for 1 round, on a success it takes 1 Vigor damage.
Frightful Presence
The dragon fixes its gaze and hisses. Each enemy within 60 ft makes a Heart save (DC 19) or is frightened until the end of its next turn.
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.
Poison Cloud
Exhales a billowing 90 ft cone of yellow-green vapor. Each creature in the cone makes a Body save (DC 19): on a failure it takes 5 damage and is poisoned for 1 round, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Has corrupted entire forests over centuries. Uses forest creatures as spies. Prefers psychological warfare-breaking enemies mentally before physically.
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.