KING
Young Copper Dragon

Young Copper Dragon

Dragon · no Crown (Good)

T2d6Major

Mischievous hill-dwellers, young copper dragons trap intruders in riddles and acid.

Tier 2  ·  Role Major  ·  Pool Vigor 5 / Vitality 4  ·  AC 13  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC1314 base - 1 Sense
Vigor5Tier + Heart mod, regenerates
Vitality42 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit16+Cunning 18
StatScoreModDie
Body16+3d6
Mind16+3d6
Sense8-1-d3
Heart16+3d6
Cunning18+4d8
Fate16+3d6

Passives

Passive

Acid Immunity

Immune to acid damage.

Passive

Climb

Climbs sheer rock at full movement speed.

Maneuvers

Maneuver

Acid Breath

40 ft line. Each creature in the line makes a Body save (DC 13): takes 2 damage on a failure, or 1 Vigor damage on a success.

Maneuver

Slowing Breath

30 ft cone of clinging gas. Each creature makes a Body save (DC 13) or is slowed (save ends at end of its turn).

Tactics

GM tactics

Loves pranks and wordplay. Challenges intruders to riddle contests. Uses traps and tricks before resorting to 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 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d6. A crit rolls two: 2d6.
  • 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.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.