My Documents
Become a Patron!
### Electric Dragons Electric Dragons are a captivating breed, uniquely characterized by their insatiable appetite for the arts, entertainment, and experiences. Unlike their traditional counterparts who hoard treasures, these creatures treasure memories and the thrill of the new. Their bodies, shimmering with electric energy, pulse with an ever-present zest for life. The arcs of electricity that dance across their scales are a testament to their boundless energy and enthusiasm. They flit from one experience to the next, attending grand operas, participating in art festivals, or even joining in human celebrations, seeking to "hoard" as many exhilarating moments as possible. However, this passion for constant stimulation has its downside. Should an Electric Dragon ever find itself in the throes of ennui, its mood takes a dark turn. From the epitome of joy and energy, they transform into a vortex of wrath and frustration. Their electric aura intensifies, and they become the very heart of a tempest, unleashing havoc upon anything that stands in their path. These destructive rampages are often as sudden as they are devastating, making it of paramount importance to keep these creatures constantly engaged. A balance of respect, admiration, and a steady stream of new experiences is the key to maintaining a harmonious relationship with an Electric Dragon. Those who seek their companionship or are lucky enough to stumble upon one should bear in mind the dual nature of these magnificent beasts. They are a vivid reminder of the dichotomy of life itself: boundless joy on one side and unbridled fury on the other. \pagebreak ### Tier 4
___ ___ > ## Young Electric Dragon >*Enormous, Draconic* > >*Tier 4, Challenge Point 40, XP: 160* > > ### Attributes >|**AC** 18 |**AP** 3 | >|:-|:-| > |**HP** 250 | **Posture** 128 | > - **Damage Immunities:** Electric > - **Passive Insight/ Perception** 28 > - **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. > - **Shocking Roar** When you roll for Initiative, you can make a roar of lightning. > - 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 that takes this sonic damage must also succeed on an Endurance Save (DC 18), or become Paralyzed for 1 turn. > > ### Abilities > - **Influence Weakness:** A creature can only influence you using Performance. If it succeeds, your attitude increases by 2 instead of just 1. > ### Actions (3) > - **Plasma Beam** All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 18). On a fail, they take 8d6 electric damage. On a success, they only take half that damage. > - *Triumph:* This Action has a limit of once per round. > - **Electric Bite** *Hit* +10, *Dmg* 2d10 thrust > - *Armor Piercer:* You ignore 2 AP > - *Electric Hit:* On a hit, that target must succeed on a Reflex Save (DC 18), or take 1d6 electric damage, which deals double Posture damage. > - **Tail** *Hit* +10, *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 18), or become Knocked Prone. This Attack deals double Posture damage \pagebreak ### Tier 5
___ ___ > ## Electric Dragon >*Enormous, Draconic* > >*Tier 5, Challenge Point 60, XP: 300* > > ### Attributes >|**AC** 19 |**AP** 3 | >|:-|:-| > |**HP** 372 | **Posture** 189 | > - **Damage Immunities:** Electric > - **Passive Insight/ Perception** 29 > - **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. > - **Shocking Roar** When you roll for Initiative, you can make a roar of lightning. > - 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 2 turns. > - A creature that takes this sonic damage must also succeed on an Endurance Save (DC 20), or become Paralyzed for 1 turn. > > > ### Abilities > - **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 Performance. If it succeeds, your attitude increases by 2 instead of just 1. > > ### Actions (3) > - **Plasma Beam** All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 20). On a fail, they take 10d6 electric damage. On a success, they only take half that damage. > - *Triumph:* This Action has a limit of once per round. > - **Electric Bite** *Hit* +12, *Dmg* 2d12 thrust > - *Armor Piercer:* You ignore 2 AP > - *Electric Hit:* On a hit, that target must succeed on a Reflex Save (DC 20), or take 1d6 electric damage, which deals double Posture damage. > - **Tail** *Hit* +12, *Dmg* 2d8 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 Electric Dragon >*Gigantic, Draconic* > >*Tier 6, Challenge Point 100, XP: 600* > > ### Attributes >|**AC** 20 |**AP** 3 | >|:-|:-| > |**HP** 614 | **Posture** 310 | > - **Damage Immunities:** Electric > - **Passive Insight/ Perception** 30 > - **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. > - **Shocking Roar** When you roll for Initiative, you can make a roar of lightning. > - 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 2 turns. > - A creature that takes this sonic damage must also succeed on an Endurance Save (DC 22), or become Paralyzed for 1 turn. > - **Second Phase** Once you reach 0 HP, instead of dying, you become a *Overcharged Dragon Soul*. > > > ### Abilities > - **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. > ### Actions (3) > - **Plasma Beam** All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 22). On a fail, they take 12d6 electric damage. On a success, they only take half that damage. > - *Triumph:* This Action has a limit of once per round. > - **Electric Bite** *Hit* +14, *Dmg* 3d10 thrust > - *Armor Piercer:* You ignore all AP > - *Electric Hit:* On a hit, that target must succeed on a Reflex Save (DC 22), or take 1d6 electric damage, which deals double Posture damage. > - **Tail** *Hit* +14, *Dmg* 2d12 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 ___ ___ > ## Overcharged Dragon Soul >*Gigantic, Draconic/ Elemental* > >*Tier 6, Challenge Point 100, XP: 600* > > ### Attributes >|**AC** 5 |**AP** 0 | >|:-|:-| > |**HP** 214 | **Posture** 110 | > - **Damage Immunities** Brain, Bleed, Electric, Poison > - **Damage Resistance** Slash, Strike, Thrust > - **Passive Insight/ Perception** 30 > - **Senses** Dark Vision > - **Language** All Languages > ### Movement >|**Base** 40 | **Climb/Swim** 60 | **Dash** 120 | >|:-|:-:|-:| > ### Stats + Skills >|**STR** +14|**DEX** -3 |**INT** +8 |**WIS** +10 |**CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > - \columnbreak > > ### 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 Electric Claw Attack against it if possible. > ### Abilities > - **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) > - **Plasma Beam** All creatures in a 10 feet wide and 300 feet long area in front of you must make an Agility Save (DC 22). On a fail, they take 15d6 electric damage. On a success, they only take half that damage. > - *Triumph:* This Action has a limit of once per round. > - **Electric Claw** *Hit* +14, *Dmg* 3d6 electric > - *Electric Hit:* On a hit, that target must succeed on a Reflex Save (DC 22), or take 1d6 electric damage, which deals double Posture damage.