Construct Dragons
Constructed from the mechanical melding of magic and machinery, Construct Dragons are a testament to the relentless drive of mortals to reclaim the majesty and might of dragons long fallen. Born from the skeletal remains of dragons, these machines are infused with intricate cogs, steam-powered engines, and runic symbols that glow faintly. They are both a marvel of arcane engineering and a somber reminder of a dragon's former glory. With armor plating replacing scales and steam replacing breath, these constructs move with a weighty grace, their roars now a symphony of gears grinding and steam releasing.
The creators of these monstrosities often intend to harness the raw power and prestige associated with dragons, using the Construct Dragons as weapons or guardians. The souls of the original dragons, however, do not always rest easy. Whispers among arcane scholars suggest that these constructs may occasionally house the restless spirits of the dragons from which they were forged. This imbues them with a tragic semblance of their previous consciousness, caught between the world of the living and the dead, a powerful creature chained by magic and machinery.
Tier 3
Hot Metal Dragon
Enormous, Draconic/ Construct
Tier 3, Challenge Points 32, XP: 96
Attributes
AC 16 AP 4 HP 264 Posture 125
- Damage Immunities Brain, Bleed, Poison, Psychic
- Damage Resistances: Fire
- Damage Weakness Acid, Cold
- Passive Insight/ Perception 7
- Senses Dark Vision
- Language Draconic
Movement
Base/ Fly 20 Climb/Swim 25 Dash 50 Stats + Skills
STR +8 DEX -3 INT -1 WIS -3 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
False Dragon's Roar When you roll for Initiative, you can make a sound. All creatures within 300 feet of you must make an Endurance Save (DC 16) 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 16) or become Scared of you for 2 turns.
Abilities
- Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned.
- Additionally, your Attacks deal an extra 1d6 fire damage (already included on the sheet.)
- Influence Weakness: A creature can only influence you using Tools Manipulation. If it succeeds, your attitude increases by 2 instead of just 1.
Actions (3)
- Fire Breath All creatures in a 60 feet wide and 120 feet long area in front of you must make an Agility Save (DC 16). On a fail, they take 4d8 fire damage and become Ignited (1d6). On a success, they only take half that damage.
- Triumph: This Action has a limit of once per round.
- Incinerator Bite Hit +8, Dmg 2d8 thrust + 1d8 fire
- Armor Piercer: You ignore 3 AP
- Incinerator Machine (Concentration): On a hit, that creature must succeed on a Brawling Save (DC 16), or be placed on an Incinerator Machine inside you.
- The creature shares the same space as you, becomes Paralyzed and Ignited (1d6).
- You can only have 2 creatures inside you at once, but they break free when you break Concentration.
- Triumph: This Action has a limit of once per round.
- Molten Claw Hit +8, Dmg 2d8 slash + 1d8 fire
- Ignite: On a hit, that target becomes Ignited (1d6).
Cold Metal Dragon
Enormous, Draconic/ Construct
Tier 3, Challenge Points 32, XP: 96
Attributes
AC 16 AP 4 HP 264 Posture 125
- Damage Immunities Brain, Bleed, Cold, Poison, Psychic
- Damage Weakness Acid
- Passive Insight/ Perception 7
- Senses Dark Vision
- Language Draconic
Movement
Base/ Fly 20 Climb/Swim 25 Dash 50 Stats + Skills
STR +8 DEX -3 INT -1 WIS -3 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
- False Dragon's Roar When you roll for Initiative, you can make a sound. All creatures within 300 feet of you must make an Endurance Save (DC 16) 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 16) or become Scared of you for 2 turns.
Abilities
- Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned.
- Freezing Aura: At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 16), or become Contained for 1 turn. If a creature was already Contained, it takes 1d6 cold damage instead.
- Influence Weakness: A creature can only influence you using Tools Manipulation. If it succeeds, your attitude increases by 2 instead of just 1.
Actions (3)
- Freezing Breath All creatures in an area 60 feet wide and 120 feet long in front of you must make an Endurance save (DC 16). On a fail, a creature takes 4d6 cold damage and becomes Contained and Immobilized for 1 turn. On a success, a creature takes only half of this damage.
- Triumph: This Action has a limit of once per round.
- Frozen Bite Hit +8, Dmg 2d8 thrust + 1d6 cold
- Armor Piercer: You ignore 3 AP
- Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC 16) or be swallowed by you if it’s Medium or smaller. While swallowed:
- • Shares the same space as you.
- • Is in Full Cover.
- • Becomes Paralyzed if it has 0 Posture.
- • Takes 3d6 cold damage at the start of its turns.
- You can have 2 creatures swallowed at once, but you vomit if you lose Concentration.
- Triumph: This Action has a limit of once per round.
- Ice Claw Hit +8, Dmg 2d8 slash + 1d6 cold
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).