Crystal Dragon
Dragon · no Crown (Good)
T3d8Minor
Prismatic arctic dwellers, crystal dragons breathe shards, reflecting light in beauty.
Tier 3 · Role Minor · Pool Vigor 6 · AC 14 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 18 | - | - |
| Sense | 20 | - | - |
| Heart | 8 | - | - |
| Cunning | 20 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Spellcasting (prism-song)
It bends light into blades and blinding glare, weaving prism-song from the radiance caught in its scales. Radiant magic only feeds it (immune to radiant damage).
Maneuvers
Brilliant Breath
Exhales a 60 ft cone of razor light-shards. Each creature in it makes a Body save (DC 15); on a failure it takes 3 damage and is blinded for 1 round, on a success it takes 1 Vigor damage.
Moonbeam
A shaft of silver light descends on one creature within 30 ft. Body save (DC 15) or take 3 damage and be blinded for 1 round by the glare; on a success, 1 Vigor damage.
Cosmic Bolt
It lances raw starlight at one creature within 60 ft. Sense save (DC 15) or take 3 damage; on a success, 1 Vigor damage.
Tactics
GM tactics
Friendly but vain. Loves being admired. Bends its prism-song into a display of light to awe visitors before deciding if they're worthy of conversation.
Running it
Rules
- One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 3 left, and dies at 0. The pool does not regenerate.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- With 3 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
- At 0 Vigor it is dead: 6 total damage, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.