Faerie Dragon
Hatchling
ST:2 DX:9 IQ:12 HT:12/4 Speed:9/4 Dodge:4 PD/DR:0/1 Damage:1d-4, 1d-4, 1d-3 |
Reach:C Size:½ Breath Weapon:Euphoria Gas Range:1 yd Damage:- Magery/Spells:1/2-5 Magic Resistance:L1 Fear Radius:0 |
Young
ST:2 DX:10 IQ:13 HT:12/5 Speed:11/5 Dodge:5 PD/DR:0/2 Damage:1d-3, 1d-3, 1d-2 |
Reach:C Size:½ Breath Weapon:Euphoria Gas Range:1 Damage:- Magery/Spells:1/5-15 Magic Resistance:L3 Fear Radius:0 |
Adolescent
ST:3 DX:11 IQ:14 HT:12/9 Speed:12/6 Dodge:6 PD/DR:1/2 Damage:1d-2, 1d-2, 1d-1 |
Reach:C Size:1 Breath Weapon:Euphoria Gas Range:1 Damage:- Magery/Spells:2/15-30 Magic Resistance:L4 Fear Radius:- |
Young Adult
ST:4 DX:12 IQ:15 HT:12/13 Speed:15/6 Dodge:7 PD/DR:1/3 Damage:1d-1, 1d-1,1d |
Reach:C Size:1 ½ Breath Weapon:Euphoria Gas Range:2 Damage:- Magery/Spells:2/20-40 Magic Resistance:L5 Fear Radius:- |
Adult
ST:4/6 DX:13 IQ:16 HT:14/17 Speed:19/6 Dodge:8 PD/DR:2/3 Damage:1d, 1d, 1d+1 |
Reach:C Size:1 ½ Breath Weapon:Euphoria Gas Range:2 Damage:- Magery/Spells:3/30-50 Magic Resistance:L6 Fear Radius:- |
Old Adult
ST:5/8 DX:14 IQ:17 HT:15/20 Speed:23/6 Dodge:9 PD/DR:2/4 Damage:1d+1, 1d+1, 1d+2 |
Reach:C Size:2 Breath Weapon:Euphoria Gas Range:2 Damage:- Magery/Spells:3/35-55 Magic Resistance:L8 Fear Radius:- |
Great Wyrm
ST:5/10 DX:15 IQ:18 HT:15/30 Speed:27/6 Dodge:10 PD/DR:2/5 Damage:1d+1, 1d+1, 1d+2 |
Reach:C Size:2 Breath Weapon:Euphoria Gas Range:2 Damage:- Magery/Spells:3/45-65 Magic Resistance:L9 Fear Radius:- |
* Speed is Airborne/Ground
* Breath Weapon:
Euphoria Gas Cloud, 3ft wide x # yds long. Character resists with HT-1 * See Below
* Special Abilities:
Alertness L3
All:
Invisibility at L20
Young:
Adolecent:
Young Adult:
Adult:
Old Adult:
Great Wyrm:
Food:
Notes:
A faerie dragon usually begins its attacks by turning invisible and
using its breath weapon, a 3-foot wide by # yds long cloud of euphoria gas. A victim
failing a HT-1 roll will wander around aimlessly in a state of bliss for the next 3d4
minutes, during which time he is unable to attack and his Active Defenses decreased by 3.
Even though he is unable to attack, the victim can keep his mind on the situation if he
succeeds on an Intelligence check (by rolling his Intelligence score or less on 3d6) each
round; if he fails an Intelligence check, he completely loses interest in the matters at
hand for the duration of the breath weapon's effect.
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