KING
Ancient Green Dragon

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

AC148 base + 6 Sense
Vigor4Tier + 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
Crit14+Cunning 22
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind22+6d12
Sense22+6d12
Heart8-1-d3
Cunning22+6d12
Fate20+5d10

Passives

Passive

Legendary Resistance (3/day)

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

Passive

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

Maneuver

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.

Maneuver

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.

Declaration

Poison Cloud

Telegraph · disrupt d6 · Body save

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.