KING
Ember Tyrant (young red dragon)

Ember Tyrant (young red dragon)

Dragon · Crown of Pride

T2d6Sovereign

An adolescent red dragon, arrogant and still growing into its power. It has a real breath weapon now and a hoarder's greed that will only deepen with age.

Tier 2  ·  Role Sovereign  ·  Pool Vigor 4 / Vitality 18  ·  AC 13  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC1310 base + 3 Sense
Vigor4Tier + Heart mod, regenerates
Vitality1810 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit17+Cunning 16
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense16+3d6
Heart14+2d4
Cunning16+3d6
Fate16+3d6

Passives

Passive

Fire Immunity

Immune to fire damage.

Passive

Hoarder's Pride

Advantage on Heart saves against fear or intimidation while within sight of its hoard.

Maneuvers

Maneuver

Rending Claws

A vicious double swipe. If this attack hits, the target also takes 1 Vigor damage.

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

Fire Breath

Telegraph · disrupt d6 · Body save

Exhales a 30 ft cone of roaring flame. Each creature in the cone makes a Body save (DC 13) or takes 2 damage; on a success it takes 1 Vigor damage instead.

Tactics

GM tactics

Arrogant and impatient. Opens fights with Fire Breath to show off its power, then closes to rend anyone still standing. Grows furious and reckless if its hoard is threatened.

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 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d6. A crit rolls two: 2d6.
  • Crits on a natural 17+ (Cunning 16).
  • 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.