KING
Emerald Dragon

Emerald Dragon

Dragon · no Crown (Neutral)

T4d10Sovereign

Scrying burrowers, emerald dragons peer futures, hoarding in verdant depths.

Tier 4  ·  Role Sovereign  ·  Pool Vigor 3 / Vitality 26  ·  AC 14  ·  ATK +5  ·  Save DC 17  ·  Dmg d10

AC148 base + 6 Sense
Vigor3Tier + Heart mod, regenerates
Vitality2610 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit14+Cunning 22
Sovereign2actions a round, after another turn ends
StatScoreModDie
Body16+3d6
Mind20+5d10
Sense22+6d12
Heart8-1-d3
Cunning22+6d12
Fate20+5d10

Passives

Passive

Spellcasting (oracle-sight)

The emerald dragon reads the branching futures; its foresight bleeds into psychic sorcery, letting it scry distant places and unravel a foe's next moves before they are made.

Passive

Foreseen Mind

Immune to psychic damage. Its precognition means it cannot be surprised and it has advantage on initiative. Burrows 40 ft through earth and stone.

Maneuvers

Maneuver

Dissonant Breath

Exhales a 30 ft cone of maddening psychic resonance. Each creature in the cone makes a Mind save (DC 17): on a failure it takes 4 damage and is dazed for 1 round; on a success it takes 1 Vigor damage.

Reactions

Reaction

Glimpsed Blow

When an attack hits it, the dragon may reveal it foresaw the strike: the attacker rerolls the attack and must use the new result. Once per round.

Tactics

GM tactics

Paranoid and reclusive. Uses precognition to avoid threats. Hoards knowledge of the future. Speaks in cryptic prophecies.

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 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 14+ (Cunning 22).
  • 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.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.