Radiant Dragon
Celestial · no Crown (Sacred)
T4d10Sovereign
Luminous serpents of light planes, radiant dragons breathe searing beams, illuminating truths.
Tier 4 · Role Sovereign · Pool Vigor 6 / Vitality 26 · AC 14 · ATK +6 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 18 | +4 | d8 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
Spellcasting (light-litanies)
It sings the litanies of the light planes, and truth answers: illusions unravel, invisibility fails, and the unrighteous are seared.
Luminous Body
Immune to radiant damage. Sheds bright light in a 60 ft radius that reveals invisible creatures, and flies at 120 ft on wings of fused light.
Maneuvers
Illuminating Gaze
One creature within 120 ft makes a Mind save (DC 17) or every illusion, disguise, and invisibility on it is stripped away, and attacks against it are made with advantage until the end of the next round.
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.
Sunburst
The dragon gathers light and looses it in a searing 60 ft cone. Each creature caught in it makes a Fate save (DC 17); on a failure it takes 4 damage and is blinded for 1 round, on a success it takes 1 Vigor damage. Undead and fiends save at disadvantage.
Reactions
Wing Flare
When a creature within 10 ft hits the dragon, it snaps its crystal wings wide; the attacker makes a Sense save (DC 17) or is blinded until the end of its next turn.
Tactics
GM tactics
Illuminates the battlefield to negate stealth and invisibility. Uses Illuminating Gaze to expose shapechangers and disguised fiends. Sunburst devastates undead and fiends. Fights honorably, announcing its presence before attacking.
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 16+ (Cunning 18).
- 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.