Ancient Gold Dragon
Dragon · no Crown (Good)
T5d12Sovereign
Godly philosophers, ancient gold dragons shape-shift among mortals, hoarding knowledge.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 100 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 22 | +6 | d12 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 22 | +6 | d12 |
| Fate | 8 | -1 | -d3 |
Passives
Legendary Resistance (3/day)
When the dragon fails a save, it may choose to succeed instead.
Spellcasting (solar-wisdom prayers)
Its voice carries the authority of the heavens; it is immune to fire damage, allies within 30 ft cannot be frightened, and its radiant life corrupts easily, taking 1 additional damage from necrotic attacks.
Maneuvers
Pronounce Judgment
Speaks the name and the word of judgment over one creature within 30 ft, and the air grows heavy. Fate save (DC 19): on a failure it takes 5 damage and is frightened for 1 round, on a success it takes 1 Vigor damage.
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 declaration is lost.
Sunburst
Gathers light and looses a 90 ft cone of golden fire and searing radiance. Each creature in the cone 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
Ward of Hope
When an ally within 10 ft is hit, the dragon sweeps a radiant wing between them: the blow strikes the wing instead, and the dragon takes 1 Vigor damage.
Tactics
GM tactics
Lives among mortals in disguise, guiding heroes. Repositories of divine wisdom. Uses Pronounce Judgment to name the guilty. Protects allies with Ward of Hope. Will sacrifice themselves to defeat great evil.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 18 x Tier. Full Vigor at combat start; at the start of its turn it regains 1 Vigor. Dead at 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 14+ (Cunning 22).
- Two attacks in a normal turn.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a declaration is pending forces its disruption roll; on a 1 the declaration is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.