Frost Dragon by hellthunder |
Using the templates and suggestions from Dungeon Fantasy Monsters 4: Dragons, that I have reviewed and stated the included breath weapons a couple of weeks ago, I have now created a dragon based on that work.
Frostbite is a small dragon from the frozen tundra in the lands of the south. He is a scout who goes where he needs to go to gather information. Whether as a dragon or a human. Unseen or blending in.
He can literally see for miles! And he can fly further and faster and better than his peers. Never needing to eat, drink, or sleep.
Frostbite has all three cold-related breath weapons dragons are known to have and an Energy Reserve that allows him to use it more than most dragons of his size and age.
ST: 25
DX: 12
IQ: 12
HT: 15
Dodge: 9
DX: 12
IQ: 12
HT: 15
Dodge: 9
HP: 25
Will: 12
Per: 17
FP: 15
Parry: 10
Will: 12
Per: 17
FP: 15
Parry: 10
Speed: 6.75
Move: 6 (Air Move 20)
SM: +3
DR: 3
Move: 6 (Air Move 20)
SM: +3
DR: 3
Bite (14): 2d+3 cutting. Reach C, 1.
Cold Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 burning damage as large area injury due to extreme cold. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Front Claw (14): 2d+3 cutting. Reach C-2.
Frost Breath (14): 2d-2 burning damage as large area injury due to extreme cold. It won’t set fires. Roll vs. HT at -1 per 2 points of penetrating damage or be paralyzed (encased in ice) for (20 – HT) minutes, minimum 1 minute, unless thawed with magic. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Hind Claw (12): 2d+4 cutting. Reach C-2.
Horns (14): 2d+3 cutting. Treat as weapon, not as body part, both to attack and parry! Reach C, 1.
Ice Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 cutting damage of high-speed razor-sharp hail. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Tail (12): 2d+4 crushing or double that for knockback only (no damage). Reach C-3.
Wing (14): 2d+3 crushing or double that for knockback only (no damage). Reach C-3.
Traits: Alternate Form (Humanoid); Bad Grip 2; Damage Reduction 2 (Cold/Ice); DR 12 (Cold/Ice); Danger Sense; Doesn’t Eat or Drink; Doesn’t Sleep; Energy Reserve 25 (Dragon); Extra Attack 1; Extra Legs (Four Legs); Flight (Winged); High Pain Threshold; Horizontal; Immunity to Cold Spells; Immunity to Disease; Loner (12); Nictitating Membrane 3; Night Vision 9; Penetrating Voice; Peripheral Vision; Telescopic Vision 20; Temperature Tolerance 6 (-25°F to 120°F); Unfazeable.
Skills: Acting-15; Aerobatics-15; Brawling-14; Diplomacy-12; Disguise-15; Fast-Talk-14; Flight-17; Innate Attack (Breath)-14; Observation-20; Survival (Arctic)-20; Tactics-14.
Class: Mundane.
Notes: Can attack twice, using each natural weapon just once.
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