KING
Deep Dragon

Deep Dragon

Dragon · Crown of Deception

T3d8Minor

Underdark shadow wyrms, deep dragons ambush in darkness, breath corroding stone.

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--
Mind20--
Sense20--
Heart8--
Cunning22--
Fate18--

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

Passives

Passive

Spellcasting (umbral weaving)

A shadow wyrm's sorcery, drunk from the lightless deep: it drowns rooms in darkness and steals the breath from living lungs. It sees perfectly in darkness out to 150 ft and can vanish into any shadow as a free action.

Passive

Change Shape

Can assume any humanoid form. It wears drow and duergar faces to walk their courts unseen.

Maneuvers

Maneuver

Choking Darkness

It smothers a 30 ft area within 30 ft in absolute darkness that no light, mundane or magical, can pierce. Creatures inside are blinded, and each that starts its turn there takes 1 Vigor damage.

Maneuver

Suffocate

It closes a clawed gesture and steals the air from one creature's lungs within 30 ft. Body save (DC 15) or take 3 damage as it chokes; on a success, 1 Vigor damage.

Tactics

GM tactics

Master of Underdark politics. Infiltrates drow and duergar societies in humanoid form. Drowns a room in Choking Darkness, then picks off whoever panics with Suffocate.

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.