KING
Moonstone Dragon

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

AC148 base + 6 Sense
Vigor9Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit14+Cunning 22
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind20+5d10
Sense22+6d12
Heart20+5d10
Cunning22+6d12
Fate20+5d10

Passives

Passive

Spellcasting (Lunar Dream-Weaving)

Weaves illusion and dream by moonlight, walking the minds of sleepers within a mile and cloaking itself in phantasms.

Passive

Dream Walker

Can take any humanoid or beast form, and can walk the dreams of sleeping creatures within a mile.

Maneuvers

Maneuver

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.

Declaration

Dream Breath

Telegraph · disrupt d6 · Heart save

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

Reaction

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.