KING
Young Gold Dragon

Young Gold Dragon

Dragon · no Crown (Good)

T2d6Major

Noble youth mentors, young gold dragons guide heroes, weakening foes with breath.

Tier 2  ·  Role Major  ·  Pool Vigor 5 / Vitality 5  ·  AC 14  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC1415 base - 1 Sense
Vigor5Tier + Heart mod, regenerates
Vitality52 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+3d20 + bonus vs AC, one a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit17+Cunning 16
StatScoreModDie
Body18+4d8
Mind16+3d6
Sense8-1-d3
Heart16+3d6
Cunning16+3d6
Fate16+3d6

Passives

Passive

Amphibious

Breathes air and water.

Passive

Fire Immunity

Immune to fire damage.

Maneuvers

Maneuver

Fire Breath

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

Maneuver

Weakening Breath

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

Tactics

GM tactics

Seeks out worthy heroes to mentor. Helps fight evil while teaching courage and justice.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 3 + Tier, like a hero but with no wounds. Full Vigor at combat start; at the start of its turn it regains 1 Vigor. Dead at 0 Vitality.
  • A hit rolls d6. A crit rolls two: 2d6.
  • Crits on a natural 17+ (Cunning 16).
  • One attack in a normal turn: a Major's second attack comes at Tier 4.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.