Arcane Dragons

by CanceRevolution

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Arcane Dragons

Hidden within the great libraries of the world or in secluded lairs laden with magical artifacts, the Arcane Dragons are among the most mystifying and formidable of all draconic species. Renowned not just for their immense power but also for their insatiable thirst for magical knowledge, these dragons are often depicted surrounded by a trove of ancient scrolls, magical staffs, and arcane trinkets. It is said that their very essence pulsates with pure arcane energy, allowing them to tap into and manipulate the mystical arts with an ease that few creatures, or even the most skilled of mages, can match.

While many dragons are known to hoard treasures of gold and jewels, Arcane Dragons are drawn to the allure of enchanted items and spell knowledge, collecting them with an obsessive zeal. They view magic not just as a tool, but as the ultimate expression of power and dominance, making them formidable arcane researchers. Their lairs often resemble alchemical labs or arcane study rooms, where they relentlessly experiment, pushing the boundaries of magic to its very limits. The brilliance of their minds is undeniable, but their methods are controversial at best. They believe that the pursuit of knowledge justifies all means, and this ethos drives them to undertake experiments that many would consider abhorrent.

The most chilling aspect of these magnificent creatures is their detachment and lack of empathy. For an Arcane Dragon, the quest for magical ascendancy trumps all, and they will not hesitate to use innocent beings as mere pawns or test subjects. Tales abound of villages that have disappeared overnight, or of adventurers who have been ensnared in intricate magical traps, all for the sake of one of the dragon's arcane experiments. Those who seek to challenge or confront an Arcane Dragon should not only fear its physical might but also be prepared for a mind sharpened by eons of magical study and experimentation.

Tier 4



Young Arcane Dragon

Enormous, Draconic

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 18 AP 3
HP 248 Posture 128
Mana 30
  • Damage Resistance: Force
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language All Languages

Movement

Base/ Fly 45 Climb/Swim 25 Dash 50

Stats + Skills

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

Villain Actions

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
  • Villain Mana When you start your turn with 0 Mana, you can regain 1d4 Mana.
  • Arcane Overload Roar When you roll for Initiative, you can a great roar infused with arcane magic that overloads the mind.
  • 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 Scared this way also becomes Confused.

Abilities

  • Cast Ritual Spell: You can cast the following ritual spells:

  • Identify Object, Locate, Invisible Eye, Fake Terrain,
    Non-Detection

  • 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.

  • Spell Skill Spell Hit: +10, Spell DC (18)

  • Influence Weakness: A creature can only influence you using Arcane. If it succeeds, your attitude increases by 2 instead of just 1.

Actions (3)

  • Bite Hit +10, Dmg 1d10 thrust + 1d10 force
  • Armor Piercer: You ignore 3 AP
  • Claw Hit +10, Dmg 1d10 slash + 1d10 force
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 18), or start Bleeding (1d6).
  • Tail Hit +10, Dmg 1d6 strike + 1d6 force
  • 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.
  • Cast Spell You can cast the following spells:
  • At Will: Magic Missile, Sense Magic, Telepathy,
    Minor Illusion, Tinkering Magic
  • Level 1 (1 Mana): Energy Beam, Grand Magic Missile, Invisibility, Hologram, Levitate
  • Level 2 (2 Mana): Accelerate, Slow, Fireball,
    Overload Information, Dispell, Psychedelic Colors
  • Level 3 (4 Mana): Arcane Cannon, True Invisibility
  • Level 4 (6 Mana): Banishment, Scrying,
    Memory Control, Hold Creature

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Arcane Hand
  • Level 1 (1 Mana): Ethereal Step
  • Level 2 (2 Mana): Read Mind

Reaction

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Arcane Shield
  • Level 3 (4 Mana): Counter Spell

Tier 5



Arcane Dragon

Enormous, Draconic

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 18 AP 3
HP 369 Posture 189
Mana 50
  • Damage Resistance: Force
  • Passive Insight/ Perception 19
  • Senses Dark Vision
  • Language All Languages

Movement

Base/ Fly 45 Climb/Swim 25 Dash 50

Stats + Skills

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

Villain Actions

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
  • Villain Mana When you start your turn with 0 Mana, you can regain 1d6 Mana.
  • Arcane Overload Roar When you roll for Initiative, you can a great roar infused with arcane magic that overloads the mind.
  • 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 1 turn. A creature Scared this way also becomes Confused.
  • Villain Save When you fail a Save, you can use 6 Mana to succeed on that Save instead.

Abilities

  • Cast Ritual Spell: You can cast the following ritual spells:

  • Identify Object, Locate, Invisible Eye, Fake Terrain,
    Non-Detection, Circle of Teleportation, Flashback, Contact, Spell Storing

  • Spell Skill Spell Hit: +12, Spell DC (20)

  • 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 Arcane. If it succeeds, your attitude increases by 2 instead of just 1.

Actions (3)

  • Bite Hit +12, Dmg 1d12 thrust + 1d12 force
  • Armor Piercer: You ignore 3 AP
  • Claw Hit +12, Dmg 1d12 slash + 1d12 force
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 20), or start Bleeding (1d6).
  • Tail Hit +12, Dmg 1d8 strike + 1d8 force
  • 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.
  • Cast Spell You can cast the following spells:
  • At Will: Magic Missile, Sense Magic, Telepathy,
    Minor Illusion, Tinkering Magic
  • Level 1 (1 Mana): Energy Beam, Grand Magic Missile, Invisibility, Hologram, Levitate
  • Level 2 (2 Mana): Accelerate, Slow, Fireball,
    Overload Information, Dispell, Psychedelic Colors
  • Level 3 (4 Mana): Arcane Cannon, True Invisibility
  • Level 4 (6 Mana): Banishment, Scrying,
    Memory Control, Hold Creature
  • Level 5 (10 Mana): Arcane Blast, Disintegrate,
    Lesser Time Stop
  • Level 6 (14 Mana): Star Missile, Teleport, Wall of Force

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Arcane Hand
  • Level 1 (1 Mana): Ethereal Step
  • Level 2 (2 Mana): Read Mind

Reaction

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Arcane Shield
  • Level 3 (4 Mana): Counter Spell

Tier 6



Ancient Arcane Dragon

Enormous, Draconic

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 20 AP 3
HP 610 Posture 310
Mana 80
  • Damage Resistance: Force
  • Passive Insight/ Perception 20
  • Senses Dark Vision
  • Language All Languages

Movement

Base/ Fly 90 Climb/Swim 50 Dash 100

Stats + Skills

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

Villain Actions

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
  • Villain Mana When you start your turn with 0 Mana, you can regain 1d12 Mana.
  • Arcane Overload Roar When you roll for Initiative, you can a great roar infused with arcane magic that overloads the mind.
  • 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 1 turn. A creature Scared this way also becomes Confused.
  • Villain Save When you fail a Save, you can use 6 Mana to succeed on that Save instead.

Abilities

  • Cast Ritual Spell: You can cast the following ritual spells:
  • Identify Object, Locate, Invisible Eye, Fake Terrain,
    Non-Detection, Circle of Teleportation, Flashback, Contact, Spell Storing, Dimensional Gate, Return Day, Alter Timeline
  • 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.
  • Spell Skill Spell Hit: +14, Spell DC (22)

Actions (3)

  • Bite Hit +14, Dmg 1d10 thrust + 2d10 force
  • Armor Piercer: You ignore all AP
  • Claw Hit +14, Dmg 1d10 slash + 2d10 force
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 22), or start Bleeding (1d8).
  • Tail Hit +14, Dmg 1d12 strike + 1d12 force
  • 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.
  • Cast Spell You can cast the following spells:
  • At Will: Magic Missile, Sense Magic, Telepathy,
    Minor Illusion, Tinkering Magic
  • Level 1 (1 Mana): Energy Beam, Grand Magic Missile, Invisibility, Hologram, Levitate
  • Level 2 (2 Mana): Accelerate, Slow, Fireball,
    Overload Information, Dispell, Psychedelic Colors
  • Level 3 (4 Mana): Arcane Cannon, True Invisibility
  • Level 4 (6 Mana): Banishment, Scrying,
    Memory Control, Hold Creature
  • Level 5 (10 Mana): Arcane Blast, Disintegrate,
    Lesser Time Stop
  • Level 6 (14 Mana): Star Missile, Teleport, Wall of Force
  • Level 7 (20 Mana): Black Hole, Comet Beam
  • Level 8 (30 Mana): Meteor Rain, Time Stop

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Arcane Hand
  • Level 1 (1 Mana): Ethereal Step
  • Level 2 (2 Mana): Read Mind

Reaction

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Arcane Shield
  • Level 3 (4 Mana): Counter Spell