KING
Crystal Dragon

Crystal Dragon

Dragon · no Crown (Good)

T3d8Minor

Prismatic arctic dwellers, crystal dragons breathe shards, reflecting light in beauty.

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
Body16--
Mind18--
Sense20--
Heart8--
Cunning20--
Fate18--

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

Passives

Passive

Spellcasting (prism-song)

It bends light into blades and blinding glare, weaving prism-song from the radiance caught in its scales. Radiant magic only feeds it (immune to radiant damage).

Maneuvers

Maneuver

Brilliant Breath

Exhales a 60 ft cone of razor light-shards. Each creature in it makes a Body save (DC 15); on a failure it takes 3 damage and is blinded for 1 round, on a success it takes 1 Vigor damage.

Maneuver

Moonbeam

A shaft of silver light descends on one creature within 30 ft. Body save (DC 15) or take 3 damage and be blinded for 1 round by the glare; on a success, 1 Vigor damage.

Maneuver

Cosmic Bolt

It lances raw starlight at one creature within 60 ft. Sense save (DC 15) or take 3 damage; on a success, 1 Vigor damage.

Tactics

GM tactics

Friendly but vain. Loves being admired. Bends its prism-song into a display of light to awe visitors before deciding if they're worthy of conversation.

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.