KING
Faerie Dragon

Faerie Dragon

Fey · no Crown (Mundane)

T2d6Minor

Invisible color-shifting pranksters, faerie dragons cast euphoria, hoarding gems in arboreal lairs.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense14--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

Superior Invisibility

Can turn invisible as a maneuver and stays invisible even while attacking or breathing.

Passive

Spellcasting (titter-glamour)

Its magic is pure fey mischief, petty euphoria-hexes and colour-tricks woven on a whim to bewilder rather than to harm.

Maneuvers

Maneuver

The Drowsing

Exhales giddy fey vapour over a 15 ft area. Each creature there makes a DC 13 Mind save or is dazed for 1 round, swaying and helpless with laughter; on a success it takes 1 Vigor damage.

Maneuver

False Friend

Fixes its shifting colours on one creature within 30 ft. The target makes a DC 13 Mind save or believes the dragon a trusted friend until the dragon harms it.

Tactics

GM tactics

Stays invisible, breathing The Drowsing over clustered enemies. Uses False Friend to turn one of them into an escort. Rarely fights to kill; it prefers to prank and flee once bored.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.