Very Young Copper Dragon

(Generated 11 times)
Namelist None
Tags
Classic fantasy
Rank Novice
Race Dragon
Cult rank None
Notes **this one is for classic fantasy** Breath Weapon, Cold Blooded, Infravision, Diving Strike, Engulfing, Flying, Formidable Natural Weapons, Immunity (to their breath weapon), Terrifying, Trample. Note that Engulfing and Terrifying or not possessed by Hatchlings and Very Young dragons **Immunity** Acid **Spell Like Abilities** Darkness (3/day, radius 10' per 1/10 willpower) **Line of Acid** Line-shaped attacks are 3 metres (10 ft) wide and stretch for a distance equal to the creature’s CON x 3 metres (CON x 10 ft). All opponents in the line of effect are subject to this damage, which varies based on the type of attack. This attack sprays a stream of corrosive acid upon all victims in the area of effect. The concentration varies according to the specific type of creature with regards to damage. Dependent upon concentration, this damage may continue 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 under Chlorine Gas above with regards to it being inhaled. There are no further external effects. **Breath Damage** Newborns have weak acid (1d2 for 1 round), hatchling to very young dragons have strong acid ( 1d4 damage for 1d2 rounds, young to old dragons have concentrated acid (1d6 damage for 1d3 rounds), and very old+ have highly concentrated acid (1d8 damage for 1d4 rounds) **Chlorine if Inhaled** **Application**: Contact, Inhaled **Potency**: CON x5 **Resistance**: None, Endurance vs. inhaled gas Onset time: Instant **Duration**: Effects of acid are continuous while exposed to the gas. Burning eyes, nose, and mouth continues for 1d3+1 minutes after leaving gas. **Conditions**: This gas is equivalent to a weak acid doing 1d2 points of dam- age every Round 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. 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 they vacate the area of effect, the damage to the lungs ceases. Chlorine gas, even if not inhaled, causes burning of the eyes, nose, and mouth, the effects of which is a 1 grade penalty to all skill rolls for the entirety of time exposed to the gas, and 1d3+1 minutes later. **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 Per- ception roll, and if successful, the dragon may attack or otherwise confront the target without penalty. SIZE Bite Claw/Tail 21-30 1d8 1d6 31-40 1d10 1d8 41-50 1d12 1d10 SIZ Size Bite Claw Tail Trample 21-30 H L M L T 31-40 E L L L T 41-50 C L L VL T
CreatorLedad
Stats
STR 2d6+14
CON 2d6+14
SIZ 3d6+24
DEX 2d6+12
INT 2d6+10
POW 2d6+10
CHA 2d6+11
D20Hit locationArmor
01-02 Tail 3
03-04 Right leg 3
05-06 Left leg 3
07-08 Hindquarters 3
09-10 Right Wing 3
11-12 Left Wing 3
13-14 Forequarters 3
15-16 Right Front Leg 3
17-18 Left Front Leg 3
19-20 Head 3
Attributes
Movement 4m, 15m fly, 6m swim
Natural armor Yes

Non-random features

ListFeature
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 Brawn STR+SIZ+9 Deceit INT+CHA+10
Endurance CON+CON Evade DEX+DEX Insight INT+POW+10
Locale INT+INT Perception INT+POW+10 Stealth DEX+INT-30
Swim STR+CON-30 Unarmed STR+DEX-30 Willpower POW+POW+10

Professional skills

Teach INT+CHA-30

Custom skills

Fly STR+DEX+10 Lore (Dragon) INT+INT Arcane Casting INT+POW
Arcane Knowledge INT+INT

Combat styles

Draconic Death and Destruction (Bite, Claws, Tail Sweep) STR+DEX+10

Weapon options

1-handed weapons

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

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Breath Weapon (1)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee see table - - - Bleed Y Y 0 0 As per Head
Claw 1h-melee see table - - - Bleed, Grip Y Y 0 0 As per leg
Tail 1h-melee see table - - - Bash, Entangle, Grip Y Y 0 0 As per Tail
Breath Weapon ranged 2d6 - - - see description N Y 0 0 As per Head