Looks: Massive reptilians with wings.
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:
You gain Battle Roar Aura and Improved Battle Cry.
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.
You gain Battle Cry Aura and Battle Cry Resistance.
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.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
On fail: All items targeted and beared by targets are stolen and instantly transported to a location of your choosing within 1 mile. On success: Only the magic items that are not being used are stolen and transported. 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 2d10 magic damage. The maximum distance you can transport items to is increased by 1 mile. Additionally, the range of this increases by 5 feet.
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.
You gain Instant Identify Sight and True Sight.
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.
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.
You have advantage on checks made with Perceive.
Attribute improvement: This ability sets your PER score to a minimum of 2. Feat save improvement: This ability gives proficiency in PER feat saves.
You can see and hear spirits and Ethereal creatures.
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.
Attribute improvement: This ability sets your INT score to a minimum of 5.
You fly at half speed.
If proficient: You instead fly at full speed.
At the start of each of your turns, you revitalize and regain that many MP. This does not consume your mana die.
Attribute improvement: This ability sets your SNK score to a minimum of -3.
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.
Attribute improvement: This ability sets your MOV score to a minimum of 3.
You gain Battle Roar Aura and Improved Battle Cry.
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.
Improvement: You are adept at Battle Cry Aura.
You gain Battle Cry Aura and Battle Cry Resistance.
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.
You resist being frightened.
End condition: You die or 1 minute passes without combat.
On fail: All items targeted and beared by targets are stolen and instantly transported to a location of your choosing within 1 mile. On success: Only the magic items that are not being used are stolen and transported. 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 2d10 magic damage. The maximum distance you can transport items to is increased by 1 mile. Additionally, the range of this increases by 5 feet.
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.
You gain Instant Identify Sight and True Sight.
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.
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.
You have advantage on checks made with Perceive.
Attribute improvement: This ability sets your PER score to a minimum of 2. Feat save improvement: This ability gives proficiency in PER feat saves.
You can see and hear spirits and Ethereal creatures.
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.
Attribute improvement: This ability sets your INT score to a minimum of 5.
You fly at half speed.
If proficient: You instead fly at full speed.
Limitation: Only in vicinity of lair.
Limitation: Only in vicinity of lair.
At the start of each of your turns, you revitalize and regain that many MP. This does not consume your mana die.
Attribute improvement: This ability sets your SNK score to a minimum of -3.
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.
Attribute improvement: This ability sets your MOV score to a minimum of 3.
Body Parts:
1Normal (5 feet)
0Self
Devouring maws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d12Normal (5 feet)
| 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 |
| 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 |
Prehensile savage claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d12Normal (5 feet)
| 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 |
| 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 |