KING
Ancient White Dragon

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

AC1415 base - 1 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind6-2-d3
Sense8-1-d3
Heart16+3d6
Cunning18+4d8
Fate18+4d8

Passives

Passive

Legendary Resistance (3/day)

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

Passive

Born of the Ice

Immune to cold damage and crosses ice and deep snow without penalty.

Passive

Freezing Aura

Frost crawls outward from its scales. A creature that starts its turn within 10 ft takes 1 Vigor damage.

Maneuvers

Maneuver

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.

Declaration

Cold Breath

Telegraph · disrupt d6 · Body save

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.