KING
Brass Dragon (fiend-tainted)

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)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind18--
Sense18--
Heart8--
Cunning18--
Fate18--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

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

Maneuver

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.

Maneuver

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.

Maneuver

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.