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### 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. \pagebreak ### 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. > > - \columnbreak > > ### 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 \pagebreak ### 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. > > - \columnbreak > > ### 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 \pagebreak ### 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*. > > - \columnbreak > > ### 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 \pagebreak ___ ___ > ## 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.