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Young Green Dragon

Adversary overview

An emerald green cunning and treacherous dragon.

An emerald green cunning and treacherous dragon.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
12
Stress
6
Attack mod
+7
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
21
Major Damage — Mark 2 HP Major
Mark 2 HP
41
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bite and Claws
Range: Melee
Damage: 4d10
Attack Mod: +7
Damage Type: Physical

Features

Passives

  • Relentless (3)
    fear 1

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

  • Rend and Crush

    If a target damaged by the Dragon doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.

  • Poison Immunity

    Green dragons are immune to the effects of poison and immune to the Poisoned Condition.

  • No Hope

    When a PC rolls with Fear while within Far range of the Dragon, they lose a Hope.

  • Deadly Flight

    While flying, the Dragon can move up to Far range instead of Close range before taking an action.

  • Amphibious

    Green dragons can breath both air and water.

Actions

  • Poison Breath
    fear 2

    Spend 2 Fear to release a blast of poisonous gas in front of the Dragon within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 4d6+5 magic damage and are Vulnerable until they clear the condition with a successful Instinct Roll. Targets who succeed must mark 2 Stress or take half damage.

  • Viny Snare
    fear 1

    Spend a Fear to have the Dragon create a mass of writing vines effecting all other creatures within Far range. All targets within this area must succeed on an Strength Reaction Roll or become tangled in grasping vines, becoming Restrained until they break themselves out from the foliage. For each PC that fails the reaction roll, you gain a Fear.

Reactions

  • Potent Miasma

    When a creature makes a successful attack against the Dragon from within Very Close range, they must mark a Stress and become Disoriented until their next rest or they clear a Stress. While they are Disoriented, they have disadvantage on attack rolls.

  • Momentum

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

Motives & tactics

Defend lair Fly Defend what is mine Maul Poison Trick

Experiences

  • Protect What Is Mine +3
  • Trickery +3

Young Green Dragon

Tier 3 solo

An emerald green cunning and treacherous dragon.

Motives & Tactics: Defend lair, Fly, Defend what is mine, Maul, Poison, Trick

Difficulty: 18 | Thresholds: 21/41 | HP: 12 | Stress: 6

ATK: +7 | Bite and Claws: Melee | 4d10 Physical

Experience: Protect What Is Mine +3, Trickery +3

HP:

STRESS:

Features

Relentless (3) - Passive: The Dragon can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Rend and Crush - Passive: If a target damaged by the Dragon doesn’t mark an Armor Slot to reduce the damage, they must mark a Stress.
Poison Immunity - Passive: Green dragons are immune to the effects of poison and immune to the Poisoned Condition.
No Hope - Passive: When a PC rolls with Fear while within Far range of the Dragon, they lose a Hope.
Deadly Flight - Passive: While flying, the Dragon can move up to Far range instead of Close range before taking an action.
Amphibious - Passive: Green dragons can breath both air and water.
Poison Breath - Action: Spend 2 Fear to release a blast of poisonous gas in front of the Dragon within Close range. All targets in this area must make an Agility Reaction Roll. Targets who fail take 4d6+5 magic damage and are Vulnerable until they clear the condition with a successful Instinct Roll. Targets who succeed must mark 2 Stress or take half damage.
Viny Snare - Action: Spend a Fear to have the Dragon create a mass of writing vines effecting all other creatures within Far range. All targets within this area must succeed on an Strength Reaction Roll or become tangled in grasping vines, becoming Restrained until they break themselves out from the foliage. For each PC that fails the reaction roll, you gain a Fear.
Potent Miasma - Reaction: When a creature makes a successful attack against the Dragon from within Very Close range, they must mark a Stress and become Disoriented until their next rest or they clear a Stress. While they are Disoriented, they have disadvantage on attack rolls.
Momentum - Reaction: When the Dragon makes a successful attack against a PC, you gain a Fear.

Discussion

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