Skip to content

Bauer Dragon

Adversaries Designed by This Guy Games • Art by Dan Robbins

Adversary overview

A 5 headed dragon, a beast of pure evil, malice and will to dominate all life.

From the distance, you have a note of something on the wind. The flapping of a bird’s wing, but more. Elogated. The sound draws nearer. From in front of you, a shape flies up into the sky, too fast for you to comprehend. But then it stops, hovering in place, the rhythmic beats of its collosal wings holding it steady. You can see the giagantic creature has 5 heads, each a different colour, all filled with malice and hunger. It stares at you, and then all heads speak as one; a cacophancy of noise.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
15
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
15
Major Damage — Mark 2 HP Major
Mark 2 HP
30
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Close
Damage: 3d10 +4
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Many-Headed Menace

    The Bauer Dragon begins with five heads. When it takes Major or greater damage, it loses a head.

  • Multiattack

    The Dragon can make 2 attacks per turn- Claws and then one head attack

  • Rage
    fear 2

    Start a countdown timer of 6. Once this is up, the dragon makes a tag team action using two of the heads.

Actions

  • Ice Head
    fear 1

    Blizzard Breath - Action: Spend 1 Fear to release an icy whirlwind in an area within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 3d6+5 magic damage and are Restrained by ice until they break free with a successful Strength Roll. Targets who succeed must mark 2 Stress or take half damage.

  • Fire Head
    fear 1

    Molten Fireball - Action: The dragon throws a sphere of molten fire towards an area that explodes upon impact. The target and all creatures within close range to them must make an Agility Reaction Roll. On a failure, they take 3d8+5 magic damage, and they are blasted back 15ft. On a success, they take half damage (rounded up) and are still blasted back 15ft.

  • Lightning Head
    fear 1

    Thunderbolt - Action: Lightning snaps from the dragon's maw, streaking towards the target at ferocious speed and zapping anything in its path. In a 60ft straight line, 15 ft wide. Each creature it hits must make a presence reaction roll as they are electicuted. On a failure, they take 3d10 + 4 magic damage and are paralysed. On success, they take half damage and aren't paralysed. While paralysed, attacks against then have advantage, and they only action they can take on their next turn is to spend two stress or reroll the presence reaction roll to negate the paralysis. (or maybe the can take an action after clearing the paralysis-- see how it's going)

  • Poison Head
    fear 1

    The green head of the dragon spews noxious gas in a 30ft space in front of it. All creatures within this cloud must make an Instict reaction roll. On a failure, they take 4d6+6 direct magic damage, and they are poisoned, meaning they take an extra 1d6 direct damage per attack, even if the attack is unsucessful. On a success, they take half damage (rounded up) and are not poisoned.

  • Shadow Head
    fear 1

    The shadow head rears back and opens it's jaws, letting out a silent scream. Your mind, body and soul twist in unbelieable pain. Target makes a Presence reaction roll. On failure, 3d8 + 5 direct damage and mark 2 stress and you are frightened (disadvantage on attack rolls, you can reroll the reaction roll or take 2 more stress to negate the frightened effect). On success, half damage and you are not frightened.

    Roll a d4. You lose that much hope as dispair overwhelms your senses. Half it rounded up if the Presence roll was successful.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Armoured Scales
    stress 1

    Spend a stress. The dragons scales harden as you attack, reducing the severity of the damage by one threshold.

Motives & tactics

Fly Ambush Devour

Experiences

  • Evil incarnite +3
  • Master of the skies +3
  • Ancient Intellect +3

Bauer Dragon

Tier 2 solo

A 5 headed dragon, a beast of pure evil, malice and will to dominate all life.

Motives & Tactics: Fly, Ambush, Devour

Difficulty: 15 | Thresholds: 15/30 | HP: 15 | Stress: 5

ATK: +4 | Claws: Close | 3d10 +4 Physical

Experience: Evil incarnite +3, Master of the skies +3, Ancient Intellect +3

HP:

STRESS:

Features

Many-Headed Menace - Passive: The Bauer Dragon begins with five heads. When it takes Major or greater damage, it loses a head.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Multiattack - Passive: The Dragon can make 2 attacks per turn- Claws and then one head attack
Ice Head - Action: Blizzard Breath - Action: Spend 1 Fear to release an icy whirlwind in an area within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 3d6+5 magic damage and are Restrained by ice until they break free with a successful Strength Roll. Targets who succeed must mark 2 Stress or take half damage.
Fire Head - Action: Molten Fireball - Action: The dragon throws a sphere of molten fire towards an area that explodes upon impact. The target and all creatures within close range to them must make an Agility Reaction Roll. On a failure, they take 3d8+5 magic damage, and they are blasted back 15ft. On a success, they take half damage (rounded up) and are still blasted back 15ft.
Lightning Head - Action: Thunderbolt - Action: Lightning snaps from the dragon's maw, streaking towards the target at ferocious speed and zapping anything in its path. In a 60ft straight line, 15 ft wide. Each creature it hits must make a presence reaction roll as they are electicuted. On a failure, they take 3d10 + 4 magic damage and are paralysed. On success, they take half damage and aren't paralysed. While paralysed, attacks against then have advantage, and they only action they can take on their next turn is to spend two stress or reroll the presence reaction roll to negate the paralysis. (or maybe the can take an action after clearing the paralysis-- see how it's going)
Poison Head - Action: The green head of the dragon spews noxious gas in a 30ft space in front of it. All creatures within this cloud must make an Instict reaction roll. On a failure, they take 4d6+6 direct magic damage, and they are poisoned, meaning they take an extra 1d6 direct damage per attack, even if the attack is unsucessful. On a success, they take half damage (rounded up) and are not poisoned.
Shadow Head - Action: The shadow head rears back and opens it's jaws, letting out a silent scream. Your mind, body and soul twist in unbelieable pain. Target makes a Presence reaction roll. On failure, 3d8 + 5 direct damage and mark 2 stress and you are frightened (disadvantage on attack rolls, you can reroll the reaction roll or take 2 more stress to negate the frightened effect). On success, half damage and you are not frightened. Roll a d4. You lose that much hope as dispair overwhelms your senses. Half it rounded up if the Presence roll was successful.
Rage - Passive: Start a countdown timer of 6. Once this is up, the dragon makes a tag team action using two of the heads.
Armoured Scales - Reaction: Spend a stress. The dragons scales harden as you attack, reducing the severity of the damage by one threshold.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.