Blue Dragon, Young Adult (51-100)

(Generated 67 times)
Namelist None
Tags
Rank Master
Race Dragon
Cult rank None
Notes **this one is for Classic Fantasy** These territorial and voracious dragons are common to deserts, badlands, and windswept plains, spending hours on end perched high atop some secluded outcropping of rock surveying their domain. Their bluish scales at first appear to be a bad match for the life of a desert predator, due to the contrast against the yellow desert sands. However, they often burrow into soft earth with only the smallest part of their heads exposed, patiently waiting to strike from ambush, or soar into the daytime desert sky to blend almost invisibly. They prefer vast subterranean lairs in which to store their treasure hoard. They are particularly fond of gems, with sapphires being the most sought after. Blue dragons are able to breathe a bolt of lightning in a relatively straight line striking any in its path; they themselves are immune to electricity. Speak/Sleep: Blue dragons have a 60% chance of being able to speak and a 30% chance of being found asleep. Magic Skills: Blue dragons that can speak are able to cast Arcane and/or Divine spells once the requisite skills equal or exceed 50%. This includes cantrips. Blue dragons may not cast Arcane spells in excess of Rank 2 regardless of skill. Blue dragons may not cast Divine spells in excess of Rank 1 regardless of skill. Extra Abilities: Breath Weapon (Lightning Breath): A blue dragon’s lightning bolt is 3 metres wide and has a range equal to the dragon’s CON x3 in metres. All opponents in the line of effect are subject to lightning damage. They can try to Evade, and halve damage if they do. The bolts inflict damage of 3D6+2 to 1d6 random hit locations on each target. Both natural and worn armour offer no protection against lightning, while magical armour offers protection equal to its magic bonus. Successfully evading the attack halves the rolled damage, but not the number of hit locations effected. Lightning has the capability of igniting flammable materials. This is equal to the rolled damage x5%. Infravision. Red dragons see into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. Immunity to Electricity: Blue dragons are completely immune to electricity, including lightning. Create or Destroy Water: 3 times a day a blue dragon may create or destroy water, as per the spell Sound Imitation: Blue dragons can imitate any sound at will, as per the spell. Note that the Burrowing ability can only be used in sand and loose dirt.
CreatorSteve3742
Stats
STR 2d6+22
CON 2d6+22
SIZ 4d6+35
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, 3m burrow
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 ***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+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 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)
Lightning 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 2d8 C T - None Y Y 0 0
Lightning Breath 1h-melee 3d6+2 - - CONx3 100%, not further modified by range, skill, visibility, etc. ignite flammable materials N Y 0 0