Moonstone Dragon
Dragon · no Crown (Fey-aligned)
T4d10Major
Lunar serpents of forgotten isles, moonstone dragons weave illusions, their breath inducing dreamlike slumber.
Tier 4 · Role Major · Pool Vigor 9 / Vitality 8 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 22 | +6 | d12 |
| Fate | 20 | +5 | d10 |
Passives
Spellcasting (Lunar Dream-Weaving)
Weaves illusion and dream by moonlight, walking the minds of sleepers within a mile and cloaking itself in phantasms.
Dream Walker
Can take any humanoid or beast form, and can walk the dreams of sleeping creatures within a mile.
Maneuvers
Phantasmal Slayer
Reaches into a creature's mind and shapes its deepest terror in silver light. One creature within 60 ft makes a Mind save (DC 17): on a failure it takes 4 damage and is frightened for 1 round; on a success it 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.
Dream Breath
Exhales silver mist in a 60 ft cone. Each creature in it makes a Heart save (DC 17): on a failure it takes 4 damage and falls into a dreaming sleep for 1 round or until shaken awake; on a success it takes 1 Vigor damage.
Reactions
Lunar Fade
Once per round, when targeted by an attack, turns to pale light until the start of its next turn and the attack passes through harmlessly.
Tactics
GM tactics
Prefers diplomacy, using illusions to test visitors' intentions. Opens with Dream Breath to put most threats to sleep. Phantasmal Slayer on those who resist. Uses Lunar Fade to shrug off attacks while nightmares whittle down the sleepers. May spare those who prove worthy.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 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.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.