Dragons were the most potent expression of Morgoth's creative, if twisted, art. So terrible were they that whole armies trembled. The fire drakes, great winged lizards belching fire, were the pinnacle of dragon-kind. Even the Host of Valinor was more than a little troubled by their occurence on the field of battle.
Few would seek out a dragon to challenge a dragon. Few are up to the task.
Attributes: | Hit Points: 93
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Roll | Avg. | ||||||||||||||||||||
STR | 20d6 | 70 | |||||||||||||||||||
CON | 10d6 | 35 | |||||||||||||||||||
DEX | 2d6+6 | 13 | |||||||||||||||||||
SIZ | 20d6 | 70 | |||||||||||||||||||
INT | 3d6+6 | 15 | |||||||||||||||||||
POW | 4d6+6 | 20 | |||||||||||||||||||
CHA | 4d6 | 14 |
Combat Skills | ||||
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Weapon | Attack % | Parry % | Damage | AP |
Breath | 65% | - | flame | - |
Bite | 39% | - | 12d6 | - |
Claw | 39% | - | 9d6 | - |
Tail Sweep | 52% | - | 4d6 | - |
Other Skills |
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Evaluate 200%, Fly 120%, Listen 65%, Scent/Taste 75% |
Powers & Vulnerabilities of the Fire Drakes
Flame Breath: the greatest weapon of the fire drakes was their breath of fire. This flame is projected out to a range equal to the dragon's POW in metres, and covers an area of maybe three metres at it's furthest extreme. It can be dodged, but not parried. The flames do 4d6 points of damage to ALL hit locations on a struck target; roll the 4d6 once, and apply to all locations.
Scaly Hide: the scales of a dragon's hide are tougher than steel, and very few weapons can pierce it. However, each dragon has a weak spot, a chink in it's armour. To hit this weak spot is a tricky called shot (quarter normal chance to hit) IF you know where to shoot. To hit it under other circumstances (ie. sheer blind luck), you must roll a critical, hit the right location, and roll 1 on 1d10.
If a dragon is struck through it's weak spot, which is usually in the fore quarter, it suffers double the normal effects of a critical (ie. four times damage), and if the location is reduced below zero hit points, the dragon dies. The immediate results, like three tons of dragon falling out of the sky, should be dealt with as the GM sees fit.
Tail Sweep: the tail sweep effects an area equal to (SIZ/5) metres. Everyone in this area must make a dodge roll, or be struck by the dragon's tail. The damage for the sweep is half the dragon's damage bonus.
Dragon Spell: the glowing presence of a dragon is entrancing. If the dragon is in repose and they make eye contact, they can mesmerise a person, causing them to temporarily ignore the danger of being so close to a dragon. If the dragon is engaged in voilent action, their presence is enough to cause people to run in fear. Character's must resist the dragon's POW to avoid succumbing to either.
And even when dead or absent, the dragon's spell lingers upon it's horde of treasures, enciting the greed of those who view it. Resist the Dragon's POW to avoid succumbing to this greed; Dwarves resist at half their POW. However, this greed is not completely irrational, nor is so powerful that the affected will ignore dangers.
Vanity, Greed & Curiosity: the greatest weakness of a dragon is it's vanity and it's pride; a dragon will let someone with a clever and flattering tongue live well past the boundaries of common sense (even dragons have a little). Likewise, their curiosity is such that, when faced with something they don't know or understand, they will delay destruction to know what it is. Both of these contributed to the survival of a certain Hobbit.
Greed, however, is the primary motivation of dragon-kind. From their great father Glaurung, who sacked the Noldor city of Nargothrond and gathered all it's treasures into a bed, dragons have inherited a great love of anything others value, especially gold and jewels. They are very talented at guessing the relative worth of items, and know their own horde so well that it will take little time for them to notice the smallest item is missing.