Brass Dragon (fiend-tainted)
Fiend · Crown of Domination
T3d8Minor
Corrupted metallic tyrants, fiend-tainted brass dragons breathe sleep gas, lairs in volcanic wastes.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 18 | - | - |
| Sense | 18 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Spellcasting (shackle-song)
Its fiend-corrupted blood sings shackle-songs that bend weaker wills across the cavern. It is immune to fire damage and shrugs off hostile magic (advantage on saves against spells).
Maneuvers
Fire Breath
Exhales a 60 ft line of flame. Each creature in the line makes a Body save (DC 15) or takes 3 damage; on a success, 1 Vigor damage.
The Drowsing
It breathes a honey-thick fume in a 30 ft cone. Each creature in it makes a Heart save (DC 15) or is slowed for 1 round as leaden sleep drags at its limbs; on a success, 1 Vigor damage.
Primal Command
It barks a word of infernal mastery at one creature within 30 ft. Heart save (DC 15) or the creature must obey a single command (drop, kneel, flee, or halt) until the end of its next turn; on a success, 1 Vigor damage.
Tactics
GM tactics
Once good, now corrupted by infernal influence. Enslaves rather than converses. Serves a fiendish master.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.