KING
Ancient Red Dragon

Ancient Red Dragon

Dragon · Crown of Pride

T5d12Sovereign

Apocalyptic fire gods, ancient red dragons hoard empires, wings blotting suns.

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

AC148 base + 6 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d8rerolled 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
Mind18+4d8
Sense22+6d12
Heart16+3d6
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Legendary Resistance (3/day)

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

Passive

Inner Furnace

Immune to fire damage. Extreme cold disrupts its internal heat: it takes 1 additional damage from cold attacks.

Passive

Fire Aura

The air around it shimmers with heat. A creature that starts its turn within 10 ft takes 1 Vigor damage.

Maneuvers

Maneuver

Frightful Presence

The dragon rears and roars. 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

Fire Breath

Telegraph · disrupt d6 · Body save

Exhales a roaring 90 ft cone of flame. Each creature in the cone makes a Body save (DC 19): on a failure it takes 5 damage and catches fire, taking 1 Vigor damage each round until it spends movement to douse itself; on a success it takes 1 Vigor damage.

Tactics

GM tactics

The most powerful and arrogant of all dragons. Has destroyed kingdoms and amassed hoards that dwarf nations' treasuries. Considers itself a god and demands to be treated as one. Opens with Frightful Presence, then devastates with Fire Breath. Lets its Fire Aura do the work when surrounded.

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.