Gardmore abbey: Mekkalath, juvenile red dragon

(Generated 9 times)
Namelist None
Tags
Classic fantasy
Dragon
Monster
Rank Novice
Race Dream Dragon
Cult rank None
Notes Abilities: Area Attack with Tail, Breathe Flame, Cold Blooded, Dark Sight, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity(Fire), Terrifying, Trample (RQ6: pg 312-316) RQ6 pg 346 BaB pg 50 Young: Affect Normal Fires (3/day), Juvenile: Pyrotechnics (3/day),
CreatorDonesteban
Stats
STR 29
CON 31
SIZ 46
DEX 19
INT 19
POW 19
CHA 19
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
Attributes
Movement 4 m (15’), 15 m (50’) Fly, 6 m (20’) Swim
Natural armor Yes

Non-random features

ListFeature
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Immunity to fire***
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
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 ***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 ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Breathe Flame*** The flame covers a cone CON in metres. width of the cone is one quarter of the CON. Any in the flame suffers fire-based damage to all hit locations, Evade halves. Armour Points count as normal unless otherwise noted. A creature can only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time require the creature to pass Endurance rolls with each roll becoming one grade harder, or suffer a level of Fatigue.
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 ***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.

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+30 Deceit INT+CHA+30
Endurance CON+CON+30 Evade DEX+DEX+30 Insight INT+POW+30
Locale INT+INT+30 Perception INT+POW+30 Willpower POW+POW+30

Magic skills

Folk Magic POW+CHA+6d10+30

Custom skills

Fly STR+DEX+30 Lore(Dragon) INT+INT+30

Combat styles

Death and DestructionSTR+DEX+30

Weapon options

1-handed weapons

Amount: 4
Claws (1)
Tail (1)
Bite (1)
Trample (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Flame Breath (1)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Claws 1h-melee 1d10 E L - Impale Y Y 0 0 Limb
Tail 1h-melee 1d10 M M - Stun Location, Bash Y Y 0 0 Tail
Bite 1h-melee 1d12 E L - Bleed, Grip Y Y 0 0 Head
Trample 1h-melee 2d8 C T - Bash, Stun Location Y Y 0 0 Limb
Flame Breath ranged 4d6 M M - Special N N 0 0

Folk spells

Amount: 0
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Avert 1 Befuddle 1 Bladesharp 1 Cleanse 1
Coordination 1 Curse 1 Find 1 Glamour 1
Heal 1 Mindspeech 1 Spiritshield 1 Vigour 1
Witchsight 1