Red Dragon, Young Adult (51-100)

(Generated 131 times)
Namelist None
Rank Master
Race Dragon
Cult rank None
Notes **this one is for Classic Fantasy** Of all dragon-kind, red dragons are the most covetous and miserly, knowing the inventory of their horde down to the last copper piece. Their obsession for wealth is matched only by their vain self-confidence, believing themselves not only superior to other dragons, but all creatures. Red dragons may be found perched atop great mountains watching over their domain. Like most dragons, red dragons choose to lair deep beneath the earth, with massive networks of caverns as their lair of choice. Red dragons are carnivorous; their favourite meal being a beautiful maiden, whom the dragon has more than likely charmed or terrorised local villagers into sacrificing. They are extremely cruel and sometimes torment their prey for days before finally devouring it. Red dragons breathe scorching flames and are therefore immune to the effects of heat and fire of any sort. Speak/Sleep: Red dragons have a 75% chance of being able to speak and a 20% chance of being found asleep. Magic Skills: Red dragons that can speak are able to cast Arcane and/or Divine spells once the requisite skills equal or exceed 50%. This includes cantrips. Red dragons may not cast Arcane spells in excess of Rank 3 regardless of skill. Red dragons may not cast Divine spells in excess of Rank 1 regardless of skill. Extra Abilities: Infravision. Red dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. Affect Normal Fires: 3 times a day, the red dragon may cause normal fires to grow or diminish, as per the spell. Pyrotechnics: 3 times a day, the red dragon may cause Pyrotechnics, as per the spell. Note that the Breathe Flame ability has a range of 1.5xCON and that non-magical armour points only count as half protection.
STR 2d6+24
CON 2d6+24
SIZ 4d6+36
DEX 2d6+12
INT 2d6+12
POW 2d6+12
CHA 2d6+12
D20Hit locationArmor
01-02 Tail 8
03-04 Right leg 8
05-06 Left leg 8
07-08 Hindquarters 8
09-10 Right Wing 8
11-12 Left Wing 8
13-14 Forequarters 8
15-16 Right Front Leg 8
17-18 Left Front Leg 8
19-20 Head 8
Movement 4m, 15m flying
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 ***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 ***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 ***Immunity to fire***
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 ***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

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+40 Deceit INT+CHA+40
Endurance CON+CON+20 Evade DEX+DEX+20 Insight INT+POW+40
Locale INT+INT+20 Perception INT+POW+40 Unarmed STR+DEX
Willpower POW+POW+40

Custom skills

Fly STR+DEX+40 Lore (Dragon) INT+INT+20 Teach INT+CHA
Arcane Casting INT+POW+30 Arcane Knowledge INT+INT+30 Channel INT+CHA-30
Piety POW+CHA-30

Combat styles

Draconic Death and Destruction (Bite, Claws, Tail Sweep)STR+DEX+40

Weapon options

1-handed weapons

Amount: 0
Bite (1)
Claw (1)
Tail Slap (1)
Trample (1)
Fiery Breath (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d12 C L - None Y Y 0 0 Head
Claw 1h-melee 1d10 C L - None Y Y 0 0 Leg
Tail Slap 1h-melee 1d10 C VL - None Y Y 0 0 Tail
Trample 1h-melee 2d8 C T - None Y Y 0 0
Fiery Breath 1h-melee 4d6 - - CONx1.5 100%, not further modified by range, skill, visibility, etc. ignite flammable materials N Y 0 0