KING
Ancient Silver Dragon

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

AC148 base + 6 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled 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
Mind20+5d10
Sense22+6d12
Heart20+5d10
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Legendary Resistance (3/day)

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

Passive

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

Maneuver

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.

Maneuver

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.

Declaration

Cone of Cold

Telegraph · disrupt d6 · Body save

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.