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Young Drake

Adversary overview

A wingless dragon-like creature with numerous teeth protuding out of their mouth.

A wingless dragon-like creature with numerous teeth protuding out of their mouth.

All credits go to Alan Tucker and Chris Davidson.

Stat block

Tier
1
Type
Bruiser
Difficulty
14
HP
7
Stress
3
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Melee
Damage: 1d8+6
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Tough Hide

    When the Drake takes physical damage, reduce it by 3.

Actions

  • Chomp
    fear 1

    Make a standard attack against a target within Melee range. On a success, spend a Fear to deal an additional 1d12 physical damage and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear.

  • Stomp
    fear 1

    Spend a Fear to slam the ground with the Drake’s powerful legs, creating a shockwave. All targets within Close range must make a Strength or Agility Reaction Roll. On a failure, they take 1d10 magic damage and are Vulnerable until they clear a Stress. On a success, they take half damage.

Reactions

  • Dug In
    stress 2

    If the Drake is hit by an attack or ability that would force it to move, you can mark 2 Stress to remain in position.

Evolutions

—

Motives & tactics

Eat Defend Territory Sleep

Experiences

  • You're in my Way +3

Young Drake

Tier 1 bruiser

A wingless dragon-like creature with numerous teeth protuding out of their mouth.

Motives & Tactics: Eat, Defend Territory, Sleep

Difficulty: 14 | Thresholds: 8/16 | HP: 7 | Stress: 3

ATK: +1 | Claws: Melee | 1d8+6 Physical

Experience: You're in my Way +3

HP:

STRESS:

Features

Tough Hide - Passive: When the Drake takes physical damage, reduce it by 3.
Chomp - Action: Make a standard attack against a target within Melee range. On a success, spend a Fear to deal an additional 1d12 physical damage and the target must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can’t mark an Armor Slot, they must mark an additional HP and you gain a Fear.
Stomp - Action: Spend a Fear to slam the ground with the Drake’s powerful legs, creating a shockwave. All targets within Close range must make a Strength or Agility Reaction Roll. On a failure, they take 1d10 magic damage and are Vulnerable until they clear a Stress. On a success, they take half damage.
Dug In - Reaction: If the Drake is hit by an attack or ability that would force it to move, you can mark 2 Stress to remain in position.

Discussion

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