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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 16 | +3 | d6 |
| Sense | 8 | -1 | -d3 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 18 | +4 | d8 |
Passives
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
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.
Solar Breath
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
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.