Ancient Silver Dragon
Dragon · no Crown (Good)
T5d12Sovereign
Icy mountain paladins, ancient silver dragons counsel good, breath freezing armies.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 20 | +5 | d10 |
| Fate | 8 | -1 | -d3 |
Passives
Legendary Resistance (3/day)
When the dragon fails a save, it may choose to succeed instead.
Spellcasting (vigil-frost prayers)
A sworn protector's magic; it is immune to cold damage and can take a humanoid or beast shape to walk among the mortals it has guarded for centuries.
Maneuvers
Hold Monster
Exhales numbing vapor in a 30 ft cone. Each creature makes a Body save (DC 19) or is stunned for 1 round, held rigid by the killing cold.
Shield of Conviction
A shimmering barrier of force springs up around an ally within 30 ft, granting it +4 AC until the start of the dragon's 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.
Cone of Cold
Exhales a howling 90 ft cone of killing frost. Each creature in the cone makes a Body save (DC 19): on a failure it takes 5 damage, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Has lived among humanoids for centuries, forming deep friendships. Counsels heroes and kings. Will sacrifice itself to protect the innocent.
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.