Green Dragon, Young Adult (51-100)

(Generated 102 times)
Namelist None
Tags
Rank Master
Race Dragon
Cult rank None
Notes **this one is for Classic Fantasy** Like black dragons, green dragons are bad tempered and cruel, having little regard for that which is good and pure. They often enslave other creatures, killing those possessing too strong a will to be broken. They enjoy initiating fights with little provocation. A capable opponent will be stalked and attacked when the dragon feels it has secured an advantage in combat, while a weak target will be tormented, maybe for days before being finally devoured. They like to ask questions of adventurers, learning their exploits, the goings on in the world, slowly moving the conversation towards treasure. Adventurers that the dragon finds interesting are usually allowed to live, for as long as they remain interesting, that is. Green dragons are able to breathe out a terrible corrosive and poisonous chlorine gas that can quickly overwhelm a typical opponent; they themselves are immune to all gasses. Speak/Sleep: Green dragons have a 45% chance of being able to speak and a 40% chance of being found asleep. Magic Skills: Green dragons that can speak are able to cast Arcane spells once the requisite skills equal or exceed 50%. This includes cantrips. Green dragons may not cast Arcane spells in excess of Rank 2. Extra Abilities: Breath Weapon (Chlorine Gas Cloud): A green dragon’s corrosive gas cloud billows forth from the dragon filling a radius equal to half the dragon’s CON x1.5 metres, dissipating in 1d3+1 Rounds. The duration assumes calm weather conditions; a moderate wind halves the duration, while strong winds blow the gas away in a single Round. All opponents in the cloud are subject to gas effects. Prior to a breath attack, potential targets may declare that they are holding their breath as a free action, in which they may hold their breath for a number of seconds equal to Endurance. However, once an attack has been declared, there is usually insufficient time to react unless having previously taken a Delay Action. This gas is equivalent to a weak acid doing 1d2 points of damage 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, match the dragon’s CON x5 against the victim’s Endurance. If overcome, 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. Infravision. Red dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. Immunity to Gas: Green dragons are completely immune to the effects of all gasses. Water Breathing: Green dragons can breathe underwater
CreatorSteve3742
Stats
STR 2d6+20
CON 2d6+20
SIZ 4d6+34
DEX 2d6+12
INT 2d6+10
POW 2d6+10
CHA 2d6+10
D20Hit locationArmor
01-02 Tail 6
03-04 Right leg 6
05-06 Left leg 6
07-08 Hindquarters 6
09-10 Right Wing 6
11-12 Left Wing 6
13-14 Forequarters 6
15-16 Right Front Leg 6
17-18 Left Front Leg 6
19-20 Head 6
Attributes
Movement 4m, 15m flying, 4m 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 ***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 ***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 ***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+20 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+30 Arcane Knowledge INT+INT+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)
Poison Gas Breath (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
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 1d8+1d6 C T - None Y Y 0 0
Poison Gas Breath 1h-melee poison - - CONx1.5 100%, not further modified by range, skill, visibility, etc. N Y 0 0