KING
Refraction Drake

Refraction Drake

Beast · no Crown (Meridian)

T4d10Major

A twenty-foot wingspan reptilian predator with prismatic scales that split light into component wavelengths, breathing fractured light in unpredictable elemental combinations.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC1411 base + 3 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit17+Cunning 16
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense16+3d6
Heart14+2d4
Cunning16+3d6
Fate16+3d6

Passives

Passive

Prismatic Scales

Its scales split incoming light; the drake is resistant to fire damage. In darkness the scales go dull and the resistance is lost.

Maneuvers

Maneuver

Wing Buffet

Every creature within 10 ft makes a Body save (DC 17) or is knocked prone and pushed 10 ft.

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

Prismatic Breath

Telegraph · disrupt d6 · Body save

Exhales a 30 ft cone of fractured light. Each creature in the cone makes a Body save (DC 17) or takes 4 damage and is blinded until the end of its next turn; on a success it takes 1 Vigor damage.

Reactions

Reaction

Prismatic Flash

When hit in melee, the struck scales flare into the attacker's eyes. Sense save (DC 17) or the attacker is dazed for 1 round.

Tactics

GM tactics

Opens with Prismatic Breath from the air, then alternates between breath attacks and dive strikes. Uses Wing Buffet to clear space when surrounded. The unpredictable breath makes it terrifyingly hard to prepare for. Territorial and fights to defend its lair.

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 17+ (Cunning 16).
  • 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.