Ancient White Dragon
Dragon · Crown of Mammon
T5d12Sovereign
Eternal glacier tyrants, ancient white dragons tunnel ice palaces, madness in isolation.
Tier 5 · Role Sovereign · Pool Vigor 8 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 6 | -2 | -d3 |
| Sense | 8 | -1 | -d3 |
| Heart | 16 | +3 | d6 |
| Cunning | 18 | +4 | d8 |
| Fate | 18 | +4 | d8 |
Passives
Legendary Resistance (3/day)
When the dragon fails a save, it may choose to succeed instead.
Born of the Ice
Immune to cold damage and crosses ice and deep snow without penalty.
Freezing Aura
Frost crawls outward from its scales. A creature that starts its turn within 10 ft takes 1 Vigor damage.
Maneuvers
Frightful Presence
The dragon shrieks, half-mad with hunger. 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.
Cold Breath
Exhales a blizzard in a 90 ft cone. Each creature in the cone makes a Body save (DC 19): on a failure it takes 5 damage and is slowed for 1 round, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Centuries of isolation have driven it half-mad. Rules frozen wastes with primal savagery. Hoards frozen corpses alongside treasure.
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 16+ (Cunning 18).
- 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.