Deep Dragon
Dragon · Crown of Deception
T3d8Minor
Underdark shadow wyrms, deep dragons ambush in darkness, breath corroding stone.
Tier 3 · Role Minor · Pool Vigor 6 · AC 14 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 20 | - | - |
| Sense | 20 | - | - |
| Heart | 8 | - | - |
| Cunning | 22 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Spellcasting (umbral weaving)
A shadow wyrm's sorcery, drunk from the lightless deep: it drowns rooms in darkness and steals the breath from living lungs. It sees perfectly in darkness out to 150 ft and can vanish into any shadow as a free action.
Change Shape
Can assume any humanoid form. It wears drow and duergar faces to walk their courts unseen.
Maneuvers
Choking Darkness
It smothers a 30 ft area within 30 ft in absolute darkness that no light, mundane or magical, can pierce. Creatures inside are blinded, and each that starts its turn there takes 1 Vigor damage.
Suffocate
It closes a clawed gesture and steals the air from one creature's lungs within 30 ft. Body save (DC 15) or take 3 damage as it chokes; on a success, 1 Vigor damage.
Tactics
GM tactics
Master of Underdark politics. Infiltrates drow and duergar societies in humanoid form. Drowns a room in Choking Darkness, then picks off whoever panics with Suffocate.
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.