KING
Sunblind Wyrm

Sunblind Wyrm

Dragon · no Crown (Meridian)

T5d12Major

A forty-foot lesser dragon with golden membrane wings whose scales shift from dull brass in shadow to mirror-bright in sunlight, breathing compressed raw sunlight in devastating cones.

Tier 5  ·  Role Major  ·  Pool Vigor 7 / Vitality 10  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC1415 base - 1 Sense
Vigor7Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit17+Cunning 16
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind16+3d6
Sense8-1-d3
Heart14+2d4
Cunning16+3d6
Fate18+4d8

Passives

Passive

Daylight Armor

In direct sunlight its scales turn mirror-bright: AC 19. In darkness or deep shadow they dull to brass and its AC drops to 16.

Maneuvers

Maneuver

Wing Buffet

Beats its golden wings. Each creature within 15 ft makes a Body save (DC 19) or is knocked prone and pushed 15 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

Solar Breath

Telegraph · disrupt d6 · Body save

Exhales a 50 ft cone of compressed sunlight. Each creature makes a Body save (DC 19): on a failure it takes 5 damage and is blinded for 1 round, on a success it takes 1 Vigor damage.

Reactions

Reaction

Reflective Scales

When a melee attack hits the wyrm in sunlight, the attacker takes 1 Vigor damage from the reflected glare.

Tactics

GM tactics

The sunblind wyrm seeks high ground and fights in daylight to benefit from Daylight Armor. It opens with Solar Breath to blind and damage groups, then uses Bite and Claw against blinded targets. It perches on mountain peaks to recharge and avoids underground combat.

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 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • 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.