Tiamat, Queen of Chromatic Dragons

(Generated 51 times)
Namelist None
Tags
Rank Master
Race Dragon
Cult rank None
Notes **this one is for Classic Fantasy** Tiamat is the queen of chromatic dragons. She is more akin to a goddess than a monster and should be well outside the abilities of even the strongest parties to deal with. However, the statistics below might help should she be confronted by opponents more on her power level. She is normally attended by a Great Wyrm aged dragon of each species of the chromatic dragons, all with exceptional statistics (ie, all over average). These five dragons are fanatically loyal to her. She looks like an enormous dragon with five heads,one white, one black, one green, one blue and one red. These heads partake of the powers of the relevant dragon species. Tiamat partakes of all the powers and abilities of each of the chromatic dragons, i.e., she is immune to Cold, Acid, Gas, Electricity and Fire. Note that, because of Tiamat's size, it is not possible to accurately show her weapons' Size and Reach. All weapons bar Breath have a Size of C+++++. Reach is T for Trample, VL++++ for Claws, VL+++++ for Bite and VL++++++ for Tail. Likewise, the Hit Location Chart does not reproduce her five Heads. The Armour and Hit points are the same, but there are five Heads and so the chart should be as follows: 01: Tail 02: Right Rear Leg 03: Left Rear leg 04-05: Hindquarters 06-07: Right Wing 08-09: Left Wing 10-11: Forequarters 12-13: Right Foreleg 14-15: Left Foreleg 16: White Head 17: Black Head 18: Green Head 19: Blue Head 20: Red Head ***Breath Weapons:*** ***Frost Breath:*** Tiamat’s white head breathes out a cone of frost with a range of 270m and a width of 22.5m at its furthest extent. The frost does 4D6+1 points of cold damage to each of the target’s hit locations: 4D6+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. ***Acid Breath:*** Tiamat’s black head shoots out acid in a line 3 metres wide for a range of 270m. All opponents in the line of effect are subject to acid damage. They can try to Evade, and halve damage if they do. The acid does 4D6+2 points of damage to each of the target’s hit locations: Armour does protect against this damage, but is eaten away by it. Once the armour is gone, the acid will start attacking the HP. The acid will last for 1D3 turns or until washed off. There is a chance equal to the damage rolled x5%, of the attack producing an acidic gas that may be inadvertently inhaled. See the green head, below, for effects. ***Gas Breath:*** Tiamat’s green head breathes out a corrosive gas cloud billowing forth from her filling a radius of 135m, 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 potency of 450 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. ***Lightning Breath:*** Tiamat’s blue head shoots out a lightning bolt 3 metres wide and with a range of 270m. 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 5D6+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%. ***Fiery Breath:*** Tiamat’s red head breathes out a cone of fire with a range of 270m and a width of 22.5m at its furthest extent. The fire does 6D6 points of fire damage to each of the target’s hit locations: 6D6 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 half normal while magical armour offers protection equal to its magic bonus. Fire breath has the capability of igniting flammable materials. ***Sleep:*** Tiamat has a 10% chance of being found asleep. ***Magic Skills:*** Tiamat can cast Arcane and Divine spells. This includes cantrips. Tiamat can cast Arcane and Divine spells of any Rank. ***Passions:*** Evil (Chaotic, Cruel, Betrayer and Spiteful) 240%, Hate Giants: 200%, Hate Metallic Dragons: 220% ***Extra Abilities:*** ***Infravision:*** Tiamat sees into the infrared spectrum. The maximum distance is 18 metres (60 ft) unless specified otherwise. ***Immunity:*** Tiamat is immune to Acid, Cold, Electricity (including lightning), Fire/Heat and Gasses ***Breathe Flame Note:*** The Breathe Flame ability has a range of 1.5xCON and that non-magical armour points only count as half protection. ***Burrowing Note:*** Burrowing can be done through snow, sand or loose dirt. ***Spell-Like Abilities:*** ***Affect Normal Fires:*** 3 times a day, Tiamat may cause normal fires to grow or diminish, as per the spell. ***Charm Reptiles:*** Once a day, Tiamat may Charm Reptiles, as per the spell Charm Mammals, however only affecting reptiles. ***Control Winds:*** Once a day, Tiamat may Control Winds, as per the spell. ***Corrupt Water:*** Once a day, Tiamat may Corrupt Water, as per the spell. ***Create or Destroy Water:*** 3 times a day, Tiamat may Create or Destroy Water, as per the spell. ***Darkness:*** 3 times a day, Tiamat may cause Darkness, as per the spell, with up to a 54m radius. ***Detect Gems:*** 3 times a day, Tiamat may Detect the kind and number of Gems in a 30m radius, 1 minute duration. ***Dust Devil:*** Once a day, Tiamat may create a Dust Devil, as per the spell. ***Entangle:*** Once a day, Tiamat may Entangle, as per the spell. ***Freezing Fog:*** 3 times a day, Tiamat may create Freezing Fog, which causes obscured vision and a thin layer of ice to form on all surfaces in a 30m radius. ***Gust of Wind:*** 3 times a day, Tiamat may cause a Gust of Wind, as per the spell. ***Hallucinatory Terrain:*** 3 times a day, Tiamat may create Hallucinatory Terrain, as per the spell. ***Heat Metal:*** Once a day, Tiamat may Heat Metal, as per the spell. ***Hypnotism:*** Once a day, Tiamat may use Hypnotism, as per the spell. ***Ice Walking:*** Tiamat can walk on icy surfaces as easily as dry ground ***Pass without Trace:*** 3 times a day, Tiamat may Pass without Trace, as per the spell. ***Plant Growth:*** 3 times a day, Tiamat may cause Plant Growth, as per the spell. ***Pyrotechnics:*** 3 times a day, Tiamat may cause Pyrotechnics, as per the spell. ***Sound Imitation:*** Tiamat may Imitate any Sound at will, as per the spell. ***Suggestion:*** 3 times a day, Tiamat may use Suggestion, as per the spell. ***Summon Insects:*** Once a day, Tiamat may Summon Insects, as per the spell. ***Ventriloquism:*** Once a day, Tiamat may use Ventriloquism, as per the spell. ***Wall of Fog:*** 3 times a day a day, Tiamat may create a Wall of Fog, as per the spell, except that it may produce snow or hail rather than rain. ***Warp Wood:*** 3 times a day, Tiamat may Warp Wood, as per the spell. ***Water Breathing:*** Tiamat may Breathe Water at will.
CreatorSteve3742
Stats
STR 90
CON 90
SIZ 160
DEX 27
INT 30
POW 30
CHA 27
D20Hit locationArmor
01-02 Tail 10
03-04 Right leg 10
05-06 Left leg 10
07-08 Hindquarters 10
09-10 Right Wing 10
11-12 Left Wing 10
13-14 Forequarters 10
15-16 Right Front Leg 10
17-18 Left Front Leg 10
19-20 Head 10
Attributes
Movement 6m, 15m Fly, 6m Swim, 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 ***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. (RQ6: pg 312-316)
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
Ability ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
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 (RQ6: pg 312-316)
Ability ***Multi-Headed*** An additional Combat Action per extra head possessed beyond the first. These are lost as each individual head is incapacitated or severed. Provided one head remains active, the creature can still control its shared body. When a multi-headed crea- ture resists spells which affect emotions or intellect, it rolls individual saves for each still intact head.

Standard skills

Athletics STR+DEX+110 Brawn STR+SIZ+120 Deceit INT+CHA+120
Endurance CON+CON+100 Evade DEX+DEX+100 Insight INT+POW+120
Locale INT+INT+100 Perception INT+POW+120 Swim STR+CON+80
Willpower POW+POW+120

Custom skills

Fly STR+DEX+120 Lore (Dragon) INT+INT+100 Teach INT+CHA+80
Arcane Casting INT+POW+140 Arcane Knowledge INT+INT+140 Channel INT+CHA+80
Piety POW+CHA+80

Combat styles

Draconic Death and Destruction (Bite, Claws, Tail Sweep)STR+DEX+120

Weapon options

1-handed weapons

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

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0
Frost Breath (White Head) (1)
Acid Breath (Black Head) (1)
Poison Gas Breath (Green Head) (1)
Lightning Breath (Blue Head) (1)
Fiery Breath (Red Head) (1)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 3d10 C VL - None Y Y 0 0 Head
Claw 1h-melee 2d10+1d8 C VL - None Y Y 0 0 Leg
Tail Slap 1h-melee 2d10+1d8 C VL - None Y Y 0 0 Tail
Trample 1h-melee 8d12 C T - None N Y 0 0
Frost Breath (White Head) ranged 4d6+1 - - 135m 100%, not further modified by range, skill, visibility, etc. 22.5m wide at max range. May coat in layer of ice (damage x 5% chance) N Y 0 0
Acid Breath (Black Head) ranged 4d6+2 - - 270m 100%, not further modified by range, skill, visibility, etc. 3m wide line. May produce Gas cloud, as per Green head (damage x 5% chance) N Y 0 0
Poison Gas Breath (Green Head) ranged 5d6 - - 135m 100%, not further modified by range, skill, visibility, etc. POT 450 vs Endurance N Y 0 0
Lightning Breath (Blue Head) ranged 5d6+1 - - 270m 100%, not further modified by range, skill, visibility, etc. 3m wide Line. May ignite flammable materials (Damage x 5% chance) N Y 0 0
Fiery Breath (Red Head) ranged 6d6 - - 135m 100%, not further modified by range, skill, visibility, etc. 22.5m wide at max range. May ignite flammable materials (Damage x 5% chance) N Y 0 0