kirgax the Doomwatcher, Mature Adult Black Dragon

(Generated 56 times)
Namelist None
Rank Veteran
Race Dragon
Cult rank None
Notes Kirgax was left for dead when a group of experienced dragon hunters caught him in deep slumber within his cave. Where it not for the intervention of his current patron, he would have died, but all that occurred was he lost his hoard, and he was forced to reluctantly swear fealty to his saviour. He has served well, and only has another decade to wait before he has repaid his debt. He has tried several times to be free from his oath, but each time his saviour has reminded him of this folly. Kirgax is content to bid his time, gain his freedom and then he will seek revenge. Above the brow of his left eye there is lodged the broken shard of a powerful spear, a gift from the dragon hunters. This has been left in as a reminder that his patron can twisted or even drive that in with a thought if Kirgax gets above his station. An intensity 8 Geas prevents the dragon from removing the blade. Keen Dragonbane spear +2 This shortspear does -1 step damage due to being broken at the shaft, but also counts as +4 vs dragons and inflicts 1d6+1 extra damage, It also has doubles the critical hit chance of the attack. If the critical range is 1-4 and the attacker rolls a 6 then they can make one of the special effects gained a critical one. On an actual critical roll, no effect is garnered. Breath Weapon, Immunity (to their breath weapon), **Immunity** Acid **Spell Like Abilities** Darkness (3/day, radius 10' per 1/10 willpower) Corrupt Water (1/day) **Line of Acid** Line-shaped attacks are 3 metres (10 ft) wide and stretch for a distance equal to 117 metres (390ft). All opponents in the line of effect are subject to this damage. This attack sprays a stream of corrosive acid upon all victims in the area of effect. This damage continues to be applied for one or more Rounds and is applied to all exposed hit locations as well as any Armour Points of any armour worn. Once the armour has been reduced to 0, the previously protected hit locations begin to take damage as well. A successful roll to Evade halves the rolled damage, but not the duration. There is a chance equal to the damage rolled x5%, of the attack producing an acidic gas that may be inadvertently inhaled. If so, this functions as detailed below with regards to it being inhaled. There are no further external effects. **Acid if Inhaled** **Application**:Inhaled **Potency**: 195 **Resistance**: Endurance vs. inhaled gas **Onset time: Instant **Duration**: Effects of acid are continuous while exposed to the gas. **Conditions**: If inhaled, the victim is allowed an Endurance roll to resist, on a failure they begins taking an additional 1d2 points of damage directly to their chest hit location as the acid begins to burn their lungs. This is in addition to any damage to the chest normally. Once the acid is neutralised, the damage to the lungs ceases. **Dragon Perception** Dragons have excellent senses of sight, smell, and hearing. Because of this, any hiding or invisible opponents within a number of feet equal to the dragon’s Willpower can be detected with an Easy Perception roll, and if successful, the dragon may attack or otherwise confront the target without penalty. **Wings** The beat of a Dragon’s wings can stir the ground with a fierce whirlwind, doubling the spreading speed of a fire and making all manoeuvring difficult (-2 difficulty) and other effects as per gust of wind spell. **Blood** Dragon blood is dangerous, Any bleed attack, or critical at GM's discretion can expose 1 or more of the attackers locations to the elemental energies within the drake. Exposure needs to be resisted using END and evaded. **Application**:contact **Potency**: CON x 2 (78) **Resistance**:Unopposed evade AND Opposed Endurance **Onset time: Instant **Duration**: 1 location per round till all are converted or resisted **Conditions**: If the Evade roll is failed, the location struck takes 1/2 the breath weapon damage of the dragon (1d6+1 in this case) with only magic bonus providing protection, as the area is splashed with pure elemental energies. This damage is halved on a successful roll. If the END roll is failed the location is converted to the elemental type of the dragon (acid in this case). It takes 1 round to do so, so there is a chance a slow poison or similar effect can be applied. If the location is converted it is immediately classed as a major would and the area is lost as if the character had failed the END roll. Antidote: Magic or application of the opposite elemental force. If this is mundane (torch for cold for example) it allows another opposed roll. If it is magical (burning hands) it is unopposed. In either case the character take the damage of the attack as normal. (fire for a torch) (opposing element for acid is water) Spells known: Affect Normal Fires Detect Magic Read Magic Shield Break Energy Missile (acid) Unseen Servant
STR 37
CON 39
SIZ 67
DEX 22
INT 20
POW 18
CHA 16
D20Hit locationArmor
01-02 Tail 7
03-04 Right leg 7
05-06 Left leg 7
07-08 Hindquarters 7
09-10 Right Wing 7
11-12 Left Wing 7
13-14 Forequarters 7
15-16 Right Front Leg 7
17-18 Left Front Leg 7
19-20 Head 7
Movement 6m, 15m fly, 6m swim
Natural armor Yes

Non-random features

Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter.
Ability ***Diving Strike*** Increases both the Size of the attack and the creature’s Damage Modifier by one step, for this attack only. Once per round. Must be at least one full round of Movement above its target (or possibly below if submerged) in order to use the diving strike.
Ability ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Trample*** - Roll on Athletics to trample beings with up to half its SIZ. Damage = 2x creature’s base Damage Modifier. Increases the Size of the attack by one step. If immobile may trample a prone opponent by using an Action Point. Trample is Free Action if moving or charging over an opponent
Ability ***Amphibious*** Can breathe both underwater and on dry land
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (Mythras Core 214-218)

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+59 Deceit INT+CHA+60
Endurance CON+CON+40 Evade DEX+DEX+40 Insight INT+POW+60
Locale INT+INT+40 Perception INT+POW+60 Stealth DEX+INT+20
Swim STR+CON+20 Unarmed STR+DEX+20 Willpower POW+POW+60

Professional skills

Teach INT+CHA+20

Custom skills

Fly STR+DEX+60 Lore (Dragon) INT+INT+40 Evil (Chaotic and Spiteful) POW+POW+80
Arcane Casting INT+POW+50 Arcane Knowledge INT+INT+50 speak INT+CHA+10

Combat styles

Draconic Death and Destruction (Bite, Claws, Tail Sweep) STR+DEX+60

Weapon options

1-handed weapons

Amount: 3
Claw (1)
Bite (1)
Tail (1)

2-handed weapons

Amount: 1
Trample (1)

Ranged weapons

Amount: 1
Breath Weapon (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Claw 1h-melee 2d6 C VL - Bleed, Grip Y Y 0 0 As per leg
Bite 1h-melee 1d8+1d6 C VL - Bleed Y Y 0 0 As per Head
Tail 1h-melee 2d6 C VL - Bash, Entangle, Grip Y Y 0 0 As per Tail
Breath Weapon ranged 2d6+2 - - 117 m (390 ft) last 1d6 rounds N Y 0 0 As per Head
Trample 2h-melee 4d10 C T - Stun loc., Sunder Y Y 0 0 As per leg