White Dragon, Young Adult (51-100)

(Generated 99 times)
Namelist None
Rank Master
Race Dragon
Cult rank None
Notes **this one is for Classic Fantasy** The white dragon is the smallest and least intelligent of the dragons, being slightly less intelligent than an average human. They prefer to live in cold regions far to the north or at the top of inhospitable mountain ranges, and are motivated completely by the drive to live, reproduce, and amass a horde of treasure. A white dragon is able to attack with a freezing blast of arctic cold as its breath weapon. They themselves are immune to all forms of natural cold and take no damage from cold attacks. White dragons will follow prey into water and continue to attack with tooth and claw; however, unlike other semi-aquatic dragons, white dragons are not amphibious. Speak/Sleep: White dragons have a 20% chance of being able to speak and a 60% chance of being found asleep. Magic Skills: White dragons that can speak are able to cast Arcane spells once the requisite skills equal or exceed 50%. This includes cantrips. White dragons may not cast Arcane spells in excess of Rank 1 regardless of skill. Extra Abilities: Breath Weapon (Cone of Frost): A white dragon’s cone of frost has a range equal to the dragon’s CON x1.5 in metres and has a width of the dragon’s CON/4 at its furthest extent. The frost does 2D6+1 points of cold damage to each of the target’s hit locations: 2D6+1 is rolled once; the damage rolled is applied to all hit locations simultaneously. However, they may Evade and if successful only suffer half damage. Armour Points count as normal. Frost breath is capable of coating a victim with a layer of ice. The chance is equal to the rolled damage x5%. If frozen, may spend an Action Point and attempt a Brawn roll to attempt to break free; however, until successful, the unfortunate victim cannot move or perform any other actions. Infravision. White dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. Immunity to Cold: White dragons are completely immune to damage caused by cold. Ice Walking: At will, allows dragon to walk on icy surfaces as easily as dry ground. Note that the Burrowing ability can only be used in snow.
STR 2d6+15
CON 2d6+15
SIZ 4d6+30
DEX 2d6+12
INT 2d6+8
POW 2d6+8
CHA 2d6+8
D20Hit locationArmor
01-02 Tail 5
03-04 Right leg 5
05-06 Left leg 5
07-08 Hindquarters 5
09-10 Right Wing 5
11-12 Left Wing 5
13-14 Forequarters 5
15-16 Right Front Leg 5
17-18 Left Front Leg 5
19-20 Head 5
Movement 6m, 20m Fly, 6m Swim, 3m Burrow
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 ***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)
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 ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
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 Swim STR+CON Lore (Dragon) INT+INT+20
Teach INT+CHA Arcane Casting INT+POW+10 Arcane Knowledge INT+INT+10

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)
Frost 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 2d6 C T - None Y Y 0 0
Frost Breath 1h-melee 2d6+1 - - CON*1.5 100%, not further modified by range, skill, visibility, etc. May coat in layer of ice N Y 0 0