Electric Dragons

by CanceRevolution

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Electric Dragons

Electric Dragons are a captivating breed, uniquely characterized by their insatiable appetite for the arts, entertainment, and experiences. Unlike their traditional counterparts who hoard treasures, these creatures treasure memories and the thrill of the new. Their bodies, shimmering with electric energy, pulse with an ever-present zest for life. The arcs of electricity that dance across their scales are a testament to their boundless energy and enthusiasm. They flit from one experience to the next, attending grand operas, participating in art festivals, or even joining in human celebrations, seeking to "hoard" as many exhilarating moments as possible.

However, this passion for constant stimulation has its downside. Should an Electric Dragon ever find itself in the throes of ennui, its mood takes a dark turn. From the epitome of joy and energy, they transform into a vortex of wrath and frustration. Their electric aura intensifies, and they become the very heart of a tempest, unleashing havoc upon anything that stands in their path. These destructive rampages are often as sudden as they are devastating, making it of paramount importance to keep these creatures constantly engaged.

A balance of respect, admiration, and a steady stream of new experiences is the key to maintaining a harmonious relationship with an Electric Dragon. Those who seek their companionship or are lucky enough to stumble upon one should bear in mind the dual nature of these magnificent beasts. They are a vivid reminder of the dichotomy of life itself: boundless joy on one side and unbridled fury on the other.

Tier 4



Young Electric Dragon

Enormous, Draconic

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 18 AP 3
HP 250 Posture 128
  • Damage Immunities: Electric
  • Passive Insight/ Perception 28
  • Senses Dark Vision
  • Language Draconic

Movement

Base/ Fly 45 Climb/Swim 25 Dash 50

Stats + Skills

STR +10 DEX +8 INT +1 WIS +8 CHA -1
  • LU +1: Luck Points: 1; Critical Fail: 1

Villain Actions

  • Pride Action Once per round, you can use 1 Action anytime that you want.

  • Shocking Roar When you roll for Initiative, you can make a roar of lightning.

  • All creatures within 300 feet of you must make an Endurance Save (DC 18) or take 1d12 sonic damage on a fail, or half as much on a success.

  • Any creature that takes this sonic damage must also succeed on an Insight Save (DC 18) or become Scared of you for 1 turn.

  • A creature that takes this sonic damage must also succeed on an Endurance Save (DC 18), or become Paralyzed for 1 turn.

Abilities

  • Electric Charge If a creature within 5 feet hits you with a Melee Attack or touches you, it must succeed on a Reflex Save (DC 18), or take 1d6 electric damage, which deals double Posture damage.
  • Influence Weakness: A creature can only influence you using Performance. If it succeeds, your attitude increases by 2 instead of just 1.

Actions (3)

  • Plasma Beam All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 18). On a fail, they take 8d6 electric damage. On a success, they only take half that damage.
  • Triumph: This Action has a limit of once per round.
  • Electric Bite Hit +10, Dmg 2d10 thrust
  • Armor Piercer: You ignore 2 AP
  • Electric Hit: On a hit, that target must succeed on a Reflex Save (DC 18), or take 1d6 electric damage, which deals double Posture damage.
  • Electric Claw Hit +10, Dmg 2d10 slash
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 18), or start Bleeding (1d6).
  • Electric Hit: On a hit, that target must succeed on a Reflex Save (DC 18), or take 1d6 electric damage, which deals double Posture damage.
  • Tail Hit +10, Dmg 1d12 strike
  • Long Reach: The reach of this weapon is 30 feet.
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 18), or become Knocked Prone. This Attack deals double Posture damage

Tier 5



Electric Dragon

Enormous, Draconic

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 19 AP 3
HP 372 Posture 189
  • Damage Immunities: Electric
  • Passive Insight/ Perception 29
  • Senses Dark Vision
  • Language All Languages

Movement

Base/ Fly 45 Climb/Swim 30 Dash 60

Stats + Skills

STR +12 DEX +9 INT +4 WIS +9 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Ego Save When you fail a Save, you can deal 40 psychic damage to yourself and succeed on it instead.

  • Pride Action Once per round, you can use 1 Action anytime that you want.

  • Shocking Roar When you roll for Initiative, you can make a roar of lightning.

  • All creatures within 300 feet of you must make an Endurance Save (DC 20) or take 2d10 sonic damage on a fail, or half as much on a success.

  • Any creature that takes this sonic damage must also succeed on an Insight Save (DC 20) or become Scared of you for 2 turns.

  • A creature that takes this sonic damage must also succeed on an Endurance Save (DC 20), or become Paralyzed for 1 turn.

Abilities

  • Electric Charge If a creature within 5 feet hits you with a Melee Attack or touches you, it must succeed on a Reflex Save (DC 20), or take 1d6 electric damage, which deals double Posture damage.
  • Shape Shift You can cast the Alter Body spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way.
  • Influence Weakness: A creature can only influence you using Performance. If it succeeds, your attitude increases by 2 instead of just 1.

Actions (3)

  • Plasma Beam All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 20). On a fail, they take 10d6 electric damage. On a success, they only take half that damage.
  • Triumph: This Action has a limit of once per round.
  • Electric Bite Hit +12, Dmg 2d12 thrust
  • Armor Piercer: You ignore 2 AP
  • Electric Hit: On a hit, that target must succeed on a Reflex Save (DC 20), or take 1d6 electric damage, which deals double Posture damage.
  • Electric Claw Hit +12, Dmg 2d12 slash
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 20), or start Bleeding (1d6).
  • Electric Hit: On a hit, that target must succeed on a Reflex Save (DC 20), or take 1d6 electric damage, which deals double Posture damage.
  • Tail Hit +12, Dmg 2d8 strike
  • Long Reach: The reach of this weapon is 30 feet.
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 20), or become Knocked Prone. This Attack deals double Posture damage

Tier 6



Ancient Electric Dragon

Gigantic, Draconic

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 20 AP 3
HP 614 Posture 310
  • Damage Immunities: Electric
  • Passive Insight/ Perception 30
  • Senses Dark Vision
  • Language All Languages

Movement

Base/ Fly 90 Climb/Swim 60 Dash 120

Stats + Skills

STR +14 DEX +10 INT +8 WIS +10 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Ego Save When you fail a Save, you can deal 40 psychic damage to yourself and succeed on it instead.
  • Pride Action Once per round, you can use 1 Action anytime that you want.
  • Shocking Roar When you roll for Initiative, you can make a roar of lightning.
  • All creatures within 300 feet of you must make an Endurance Save (DC 22) or take 2d12 sonic damage on a fail, or half as much on a success.
  • Any creature that takes this sonic damage must also succeed on an Insight Save (DC 22) or become Scared of you for 2 turns.
  • A creature that takes this sonic damage must also succeed on an Endurance Save (DC 22), or become Paralyzed for 1 turn.
  • Second Phase Once you reach 0 HP, instead of dying, you become a Overcharged Dragon Soul.

Abilities

  • Electric Charge If a creature within 5 feet hits you with a Melee Attack or touches you, it must succeed on a Reflex Save (DC 22), or take 1d6 electric damage, which deals double Posture damage.
  • Shape Shift You can cast the Alter Body spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way.

Actions (3)

  • Plasma Beam All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 22). On a fail, they take 12d6 electric damage. On a success, they only take half that damage.
  • Triumph: This Action has a limit of once per round.
  • Electric Bite Hit +14, Dmg 3d10 thrust
  • Armor Piercer: You ignore all AP
  • Electric Hit: On a hit, that target must succeed on a Reflex Save (DC 22), or take 1d6 electric damage, which deals double Posture damage.
  • Electric Claw Hit +14, Dmg 3d10 slash
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 22), or start Bleeding (1d8).
  • Electric Hit: On a hit, that target must succeed on a Reflex Save (DC 22), or take 1d6 electric damage, which deals double Posture damage.
  • Tail Hit +14, Dmg 2d12 strike
  • Long Reach: The reach of this weapon is 60 feet.
  • Knocker: On a hit, the target must succeed on an Athletics Save (DC 22), or become Knocked Prone. This Attack deals double Posture damage


Overcharged Dragon Soul

Gigantic, Draconic/ Elemental

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 5 AP 0
HP 214 Posture 110
  • Damage Immunities Brain, Bleed, Electric, Poison
  • Damage Resistance Slash, Strike, Thrust
  • Passive Insight/ Perception 30
  • Senses Dark Vision
  • Language All Languages

Movement

Base 40 Climb/Swim 60 Dash 120

Stats + Skills

STR +14 DEX -3 INT +8 WIS +10 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Ego Save When you fail a Save, you can deal 40 psychic damage to yourself and succeed on it instead.
  • Frenetic Rage On the end of each creature turn, you can make 1 Electric Claw Attack against it if possible.

Abilities

  • Electric Charge If a creature within 5 feet hits you with a Melee Attack or touches you, it must succeed on a Reflex Save (DC 22), or take 1d6 electric damage, which deals double Posture damage.
  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.

Actions (1)

  • Plasma Beam All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 22). On a fail, they take 15d6 electric damage. On a success, they only take half that damage.
  • Triumph: This Action has a limit of once per round.
  • Electric Claw Hit +14, Dmg 3d6 electric
  • Electric Hit: On a hit, that target must succeed on a Reflex Save (DC 22), or take 1d6 electric damage, which deals double Posture damage.