Wind Dragons

by CanceRevolution

Search GM Binder Visit User Profile

Wind Dragons

Majestic rulers of the azure expanse, Wind Dragons are the embodiments of freedom and the limitless sky. Their sleek, streamlined bodies are often a shimmering blend of sky blue and cloud white, allowing them to vanish into the horizon or surprise prey and enemies from above. With wings that can span entire valleys, these creatures glide effortlessly, harnessing the might of gales and zephyrs to soar at dizzying altitudes. Delicate feather-like scales, unique to these dragons, rustle softly with each powerful beat of their wings, producing a sound akin to a rhythmic whisper of the wind itself.

Unlike their earth-bound kin, Wind Dragons possess no greed for gold or trinkets; the vast skies are their sole treasure. They don't establish lairs filled with accumulated wealth, nor do they covet the possessions of others. Instead, their nature is to roam freely, hunting with keen eyesight and unmatched speed. Agile and swift, they prey upon birds, sky-borne creatures, and occasionally terrestrial animals when swooping low, their hunting methods becoming stories of legend among the creatures of the land.

Guardians of the endless blue, these dragons are often viewed as protectors against threats that loom in the skies. With a fierce territorial instinct, they challenge any entity that dares violate the serenity of their domain. Ancient tales speak of their epic battles with sky titans and celestial invaders. To encounter a Wind Dragon is to witness the raw essence of the sky's spirit: wild, untamed, and forever free.

Tier 4



Young Wind Dragon

Enormous, Draconic

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 18 AP 2
HP 250 Posture 128
  • Passive Insight/ Perception 18
  • 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.

  • Wind Burst Roar When you roll for Initiative, you can make a Roar that bursts the wind around you.

  • All creatures within 30 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.

  • All creatures must also make an Athletics Save (DC 18). On a fail, the creature is pushed away from you, until there is a distance of 80 feet between you and becomes Knocked Prone. On a success, the creature is pushed away from you, until there is a distance of just 40 feet instead.

  • Additionally, the creature takes 1d10 strike damage for every 20 feet it was pushed by this effect.

Abilities

  • Pounce If you Dash and move up to 20 feet on your turn, you can make 1 Attack as a Free Action.
  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 18), or be pushed 30 feet away from you and become Knocked Prone.
  • Influence Weakness: A creature can only influence you using Nature. If it succeeds, your attitude increases by 2 instead of just 1.

Actions (3)

  • Dragon Wings All creatures within a 20 feet width and 80 feet long area in front of you must make an Athletics Save (DC 18). Flying creatures have disadvantage on this Save.
  • On a fail, the creature is pushed away from you, until there is a distance of 80 feet between you and becomes Knocked Prone. On a success, the creature is pushed away from you, until there is a distance of just 40 feet instead.
  • Additionally, the creature takes 1d10 strike damage for every 20 feet it was pushed by this effect.
  • Any gas present in the area is dispersed by this powerful gust of wind.
  • Triumph: This Action has a limit of once per round.
  • Bite Hit +10, Dmg 2d8 thrust
  • Armor Piercer: You ignore 2 AP
  • Wind Claw Hit +10, Dmg 2d8 slash
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 18), or start Bleeding (1d6).
  • Tail Hit +10, Dmg 1d10 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



Wind Dragon

Enormous, Draconic

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 19 AP 2
HP 372 Posture 189
  • Passive Insight/ Perception 19
  • 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.

  • Wind Burst Roar When you roll for Initiative, you can make a Roar that bursts the wind around you.

  • All creatures within 30 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.

  • All creatures must also make an Athletics Save (DC 20). On a fail, the creature is pushed away from you, until there is a distance of 120 feet between you and becomes Knocked Prone. On a success, the creature is pushed away from you, until there is a distance of just 60 feet instead.

  • Additionally, the creature takes 1d10 strike damage for every 20 feet it was pushed by this effect.

Abilities

  • One with Skies You are in fast terrain while flying.
  • Pounce If you Dash and move up to 20 feet on your turn, you can make 1 Attack as a Free Action.
  • 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.
  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 20), or be pushed 30 feet away from you and become Knocked Prone.
  • Influence Weakness: A creature can only influence you using Nature. If it succeeds, your attitude increases by 2 instead of just 1.

Actions (3)

  • Dragon Wings All creatures within a 20 feet width and 80 feet long area in front of you must make an Athletics Save (DC 20). Flying creatures have disadvantage on this Save.
  • On a fail, the creature is pushed away from you, until there is a distance of 120 feet between you and becomes Knocked Prone. On a success, the creature is pushed away from you, until there is a distance of just 60 feet instead.
  • Additionally, the creature takes 1d10 strike damage for every 20 feet it was pushed by this effect.
  • Any gas present in the area is dispersed by this powerful gust of wind.
  • Triumph: This Action has a limit of once per round.
  • Bite Hit +12, Dmg 2d10 thrust
  • Armor Piercer: You ignore 3 AP
  • Wind Claw Hit +12, Dmg 2d10 slash
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save (DC 20), or start Bleeding (1d8).
  • Tail Hit +12, 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 20), or become Knocked Prone. This Attack deals double Posture damage

Tier 6



Ancient Wind Dragon

Gigantic, Draconic

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 20 AP 3
HP 614 Posture 310
  • Passive Insight/ Perception 20
  • 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.

  • Wind Burst Roar When you roll for Initiative, you can make a Roar that bursts the wind around you.

  • All creatures within 30 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.

  • All creatures must also make an Athletics Save (DC 22). On a fail, the creature is pushed away from you, until there is a distance of 160 feet between you and becomes Knocked Prone. On a success, the creature is pushed away from you, until there is a distance of just 80 feet instead.

  • Additionally, the creature takes 1d10 strike damage for every 20 feet it was pushed by this effect.

  • Second Phase Once you reach 0 HP, instead of dying, you become a Storm Dragon Soul.

Abilities

  • One with Skies You are in fast terrain while flying.
  • Pounce If you Dash and move up to 20 feet on your turn, you can make 1 Attack as a Free Action.
  • 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.
  • Wind Supremacy When you Dash or Disengage, all creatures within 10 feet of you must succeed on an Athletics Save (DC 22), or be pushed 30 feet away from you and become Knocked Prone.

Actions (3)

  • Dragon Wings All creatures within a 20 feet width and 80 feet long area in front of you must make an Athletics Save (DC 22). Flying creatures have disadvantage on this Save.
  • On a fail, the creature is pushed away from you, until there is a distance of 160 feet between you and becomes Knocked Prone. On a success, the creature is pushed away from you, until there is a distance of just 80 feet instead.
  • Additionally, the creature takes 1d10 strike damage for every 20 feet it was pushed by this effect.
  • Any gas present in the area is dispersed by this powerful gust of wind.
  • Triumph: This Action has a limit of once per round.
  • Bite Hit +14, Dmg 2d12 thrust
  • Armor Piercer: You ignore all AP
  • Wind Claw Hit +14, Dmg 2d12 slash
  • 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
  • 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


Storm Dragon Soul

Gigantic, Draconic

Tier 6, Challenge Point 100, XP: 600

Attributes

AC 20 AP 0
HP 214 Posture 110
  • Damage Immunities Brain, Bleed, Poison
  • Damage Resistance Slash, Strike, Thrust
  • Passive Insight/ Perception 20
  • 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.
  • Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible.

Abilities

  • One with Skies You are in fast terrain while flying.
  • 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)

  • Dragon Storm All creatures within a 200 feet of you must make an Athletics Save (DC 22). Flying creatures have disadvantage on this Save.
  • On a fail, the creature is pushed away from you, until there is a distance of 160 feet between you and becomes Knocked Prone. On a success, the creature is pushed away from you, until there is a distance of just 80 feet instead.
  • Additionally, the creature takes 1d10 strike damage for every 20 feet it was pushed by this effect.
  • Any gas present in the area is dispersed by this powerful gust of wind.
  • Triumph: This Action has a limit of once per round.
  • Storm Claws Hit +14, Dmg 1d12 slash + 1d12 electric
  • Long Reach: The reach of this weapon is 100 feet.