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Fire Dragon Wyrmling

Adversary overview

A young flame-drake, coal-scaled and forge-breathed. Not yet the terror of the old songs, but every inch a dragon. It burns what it cannot take and takes what it wants.

Stat block

Tier
2
Type
Solo
Difficulty
16
HP
7
Stress
5
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
18
Major Damage — Mark 2 HP Major
Mark 2 HP
33
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bite and Claws
Range: Close
Damage: 3d10+4
Attack Mod: +6
Damage Type: Physical

Features

Passives

  • Relentless (3)
    fear 1

    The Wyrmling can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

  • Fledgling Flyer

    While flying, the Wyrmling gains +2 Difficulty. It's a young flier: the first time each scene it takes Major or greater damage while flying, it's driven to the ground and can't take wing again until it marks a Stress.

Actions

  • Terrible Presence

    Mark a Stress to roar. All PCs within Far range must mark a Stress or lose a Hope as the cry of a true dragon shakes them.

  • Fire Breath
    fear 2

    Spend a 2 Fear to loose a gout of flame in an area within Close range. All targets make an Agility Reaction Roll. Fail: 3d8+4 magic damage and Ignited (1d6 magic damage the next time they act, until they use an action roll to douse the flames). Success: Mark 2 stress or take half damage.

  • Snatch and Drop

    If flying, mark a Stress to swoop at a target within Close range. Make an attack; dealing 2d8+4 physical damage on a success, and the target is carried into the air and dropped to the ground within far range.

Reactions

  • Wounded Fury

    The first time the Wyrmling would mark its last HP box, it does not yet fall. Immediately spotlight it: it clears 2 Stress, gains a Fear, and makes a free Fire Breath or Snatch and Drop as it thrashes in pain and rage.

  • Ember Scales

    When a creature succeeds on an attack against the Wyrmling from within Very Close range, they must mark a Stress or take 1d8 magic damage as heat flares off its hide.

  • Momentum

    When the Wyrmling makes a successful attack against a PC, you gain a Fear.

Evolutions

Motives & tactics

Take what is mine Burn Take flight when cornered Maul Harry the isolated Claim territory

Experiences

  • Hunt From Above +3

Fire Dragon Wyrmling

Tier 2 solo

A young flame-drake, coal-scaled and forge-breathed. Not yet the terror of the old songs, but every inch a dragon. It burns what it cannot take and takes what it wants.

Motives & Tactics: Take what is mine, Burn, Take flight when cornered, Maul, Harry the isolated, Claim territory

Difficulty: 16 | Thresholds: 18/33 | HP: 7 | Stress: 5

ATK: +6 | Bite and Claws: Close | 3d10+4 Physical

Experience: Hunt From Above +3

HP:

STRESS:

Features

Relentless (3) - Passive: The Wyrmling can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Wounded Fury - Reaction: The first time the Wyrmling would mark its last HP box, it does not yet fall. Immediately spotlight it: it clears 2 Stress, gains a Fear, and makes a free Fire Breath or Snatch and Drop as it thrashes in pain and rage.
Terrible Presence - Action: Mark a Stress to roar. All PCs within Far range must mark a Stress or lose a Hope as the cry of a true dragon shakes them.
Fire Breath - Action: Spend a 2 Fear to loose a gout of flame in an area within Close range. All targets make an Agility Reaction Roll. Fail: 3d8+4 magic damage and Ignited (1d6 magic damage the next time they act, until they use an action roll to douse the flames). Success: Mark 2 stress or take half damage.
Ember Scales - Reaction: When a creature succeeds on an attack against the Wyrmling from within Very Close range, they must mark a Stress or take 1d8 magic damage as heat flares off its hide.
Momentum - Reaction: When the Wyrmling makes a successful attack against a PC, you gain a Fear.
Fledgling Flyer - Passive: While flying, the Wyrmling gains +2 Difficulty. It's a young flier: the first time each scene it takes Major or greater damage while flying, it's driven to the ground and can't take wing again until it marks a Stress.
Snatch and Drop - Action: If flying, mark a Stress to swoop at a target within Close range. Make an attack; dealing 2d8+4 physical damage on a success, and the target is carried into the air and dropped to the ground within far range.

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