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Creature:Shadow Dragon

From Teriock
 Stats: ❤️10d10 Hit Dice❤️60 HP🩵4d12 Mana Dice🩵28 MP⬆️Size 10-30
 Attributes: INT5STR5MOV3SNK-3PER5
 Creature types: Dragon
 Looks: Massive reptilians with wings.
 Innate ranks: Innately rank 5 Assassin.
 HP increase: Gain another hit die for every 1 additional size.
 MP increase: Gain another mana die for every 1 additional size.

Dragons are extremely intelligent and natively speak the language of creation. They may have other abilities not listed.


 Abilities: 
 Duration: Always active.

You are adept at abilities you get from ranks in Assassin.
 Duration: Always active.

You gain Battle Roar Aura and Improved Battle Cry.
 Execution time: 1️⃣Single action( ➡️Active )
 Duration: 1 minute.
 Range: 150 feet.

This ability cannot affect deaf creatures.
 End condition: At the start of each of the targets' turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Targets become frightened.
 Duration: Always active.

You gain Innate Elder Sorcery, Elder Sorcery Adept, and Dragon Snapcast. You are fluent in all of these. In addition, you automatically get a +50 metaphysics bonus (a positive metaphysics penalty) to your Elder Sorcery creation. Beyond this, you have an innate mastery of Elder Sorcery akin to a native language that manifests in various ways. For one, you know words far beyond the ones listed on the formal charts. When creating, casting, and learning Elder Sorcery, you may assume to know all words (whether they are on the charts or not) so long as they are of an OP that you would know from Innate Elder Sorcery. It is up to the GM to determine what the OP of a "nonstandard" word would be. You also always have a universal +5 to your wording Elder Sorcery creation score and a +3 to all others. You may also speak freely in Elder Sorcery without creating or casting it. This freeform speech can be understood by anyone listening regardless of whether or not they know Elder Sorcery. However, it must be true. Otherwise, you fumble as though you had cast Elder Sorcery.
 Duration: Always active.

You gain Instant Identify Sight and True Sight.
 Duration: Instant.
 Range: 60 feet.

If the target is an item, you know if it is magical and what its properties or abilities are, as well as any ongoing spells that are affecting the item. You also learn the name of the object, if it has one. If the target is a creature, you learn what ongoing or sustained spells, if any, are affecting it.
 Duration: Always active.

You gain Scouting and Ethereal Senses and can see invisible things. You can also see through illusions and transformations. You may be able to through other effects as well at GM discretion.
 Attribute improvement: This ability sets your PER score to a minimum of 4.

 Attribute improvement: This ability sets your PER score to a minimum of 5.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of 5.
Limitation: Only in vicinity of lair.
 Duration: While alive.

At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you take fire damage, this effect doesn't apply on your next turn.
Limitation: Only in vicinity of lair.
 Duration: While alive.

At the start of each of your turns, you revitalize and regain that many MP. This does not consume your mana die.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of -3.
 Duration: Always active.

You gain Supernatural Strength. In addition, you deal boosted with all melee weapon attacks and they are AV0 for you.
 Attribute improvement: This ability sets your STR score to a minimum of 5.
 Duration: Always active.

You can see in the dark up to 60 feet as though it is bright light and up to 120 feet as though it is dim light.
 Duration: Instant.
 Range: 30 feet.

 On fail: Target takes 20 lethal magic damage. On success: Target takes half as much damage from this as they would otherwise. This is calculated after any boosts or deboosts. Heightened: For each additional MP spent, deal an additional 5 lethal magic damage. Additionally, the range of this increases by 5 feet.
 Duration: Instant.

You may block with a BV equal to your AV for the purpose of Shattering Armor.
Note: This does not allow you to delivery other blocks in this way.

 On success: Equipment that delivers attack you block becomes shattered.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 3.

 Body Parts: 
Devouring maws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Devouring Maw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Devouring Maw 1d12 -3 UB Normal (5 feet) +2 0 lb. -3 Biting, Weapon Body parts
1d12Normal (5 feet)
Foot Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Foot 1 -3   Normal (5 feet) 0 0 lb. -3 Bashing, Small Body parts
1Normal (5 feet)
Prehensile savage claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Prehensile Savage Claw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Prehensile Savage Claw 1d12 -3 UB Normal (5 feet) +2 0 lb. -3 Handy, Prehensile, Weapon Body parts
1d12Normal (5 feet)
Reinforced Dragon Scales Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Reinforced Dragon Scales 0 -3   Self 4 0 lb. -3 Dragon Scale Armor, Body parts
0Self