KING
Wyrmling Bronze Dragon

Wyrmling Bronze Dragon

Dragon · no Crown (Good)

T1d4Minor

Playful tide-poolers, wyrmling bronze dragons zap fish, dreaming of oceanic adventures.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 13  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1313 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense14--
Heart12--
Cunning14--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Amphibious

Breathes air and water. Immune to lightning damage.

Maneuvers

Maneuver

Lightning Breath

Spits a 30 ft line of lightning. Each creature in the line makes a Body save (DC 11) or takes 1 damage; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Playful and curious about ships and sailors. Helps fishermen by zapping fish. Dreams of heroic adventures.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.