Ancient Dovah
Dragon; Legendary+; Dragon Soul (1)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 100 | Hit Points | 300 | Combat | 150 |
| Endurance | 100 | Wound Thr. | 32 | Magic | 90 |
| Agility | 10 | Magicka | 80 | Evade | 10 |
| Intelligence | 80 | Stamina | 10 | Observe | 80 |
| Willpower | 90 | Initiative | +15 | Stealth | 10 |
| Perception | 60 | Action Pts. | 3 | Knowledge | 100 |
| Personality | 40 | Speed | 12m | Social | 40 |
| Morale | 100 | Size | Enrms. | Physical | 100 |
Weapons & Armor
- • Bite: 2d12; Splitting, Magic; Reach 2-4m (Front only)
- • Talons: 2d10; Slashing, Magic; Reach 2-3m Tr
- • Tail: 2d12; Crushing, Magic, Concussive, Shieldsplitter; •
- Reach 3-4m (Rear only)
- • Scaled Hide: AR 15 / Magic 15; Full
Special Abilities
- • Buffet of the Wing (1 AP + 1 SP): As a Primary Action the
- dragon buffets its wings, forcing all creatures in a 10m cone •
- in front of the dragon to make a -20 Strength test or be •
- knocked prone. •
- • Flyby (1 AP): As a Secondary Action, the Dragon flies with •
- bewildering speed and cannot be targeted by Attacks of •
- Opportunity for one round while Flying. •
- • Nirn’s Harsh Embrace (1 AP + 2 SP): After making a •
- successful melee attack with their Talons, the Dragon can •
- spend 2 Stamina Points to then grab the target, provided it •
- is sized Large or Smaller. The Dragon then can test Physical •
- to fly up to 20m upwards. This is treated as a Grapple, and
- the Dragon can choose to drop the target at any point, caus- •
- ing the usual amount of falling damage to be incurred.
- • Dragon Tongue (1 SP): The Dragon can use an Action to
- Shout. They know all common and legendary shouts, with
- the exception of Dragonrend. •
- •
- •
- Encountering Ancient Dovah
- The Dovah, commonly known as Dragons, are legendary beasts
- of Aedric origin. They are living calamities, capable of destroying
- entire armies and burning cities by themselves.
- Dovah consider themselves to be the progeny of Bormahu,
- known as Akatosh or Auri-El to mortals, and thus view the
- domination of Mundus as their birthright. In ages long since
- forgotten they ruled the world under the leadership of the black
- dragon Alduin, the Firstborn of Akatosh. Their reign only ended
- thanks to the intervention of the Divines on behalf of
- mortalkind.
- Dovah are the deadliest creatures within this book and GMs
- should use them sparingly, if at all. Only the strongest, most
- experienced, and best-equipped parties even have a chance of
- defeating one in battle, and even then the likelihood of the
- party’s death is high.
- Caution should be taken by any GM who wishes to use these
- veritable demigods. If they are used, they should almost certainly
- serve as a final and greatest foe for legendary heroes to face.
- Ancient Dovah are fierce, near-deific foes. Unless adventurers
- are certain that they have an advantage against these creatures,
- they would do best to run the opposite direction. This is not
- flavor text, this is me speaking directly to you.
- Skeletal Dragon
- Skeletal Dragons are an insult to the dovah. They are abominations;
- corpses of a great Dovah raised by powerful necromantic magic.
Encountering Ancient Dovah
aits Dragon Fear: The sight of a dragon invokes a primal fear in any creature. The first time a creature sees a dragon causes them to make a -20 Horror test. Any subsequent sightings invoke a -20 Panic test. Dragon’s Hide: Dragons are immune to the Forceful Impact advantage. Immunity (Paralysis) Weakness ([Shock, Frost, or Fire], 5) Resistance (Poison, 5) Immune to Normal Weapons Undying: Immune to disease and the effects of aging. Magic Resistant: Re-rolls failed tests to resist Magic. Thick Skull: Immune to Stun and Dazed. Flyer (20) Dark Sight Colossal Strikes: Cannot be parried, but targets gain a +10 on tests to Evade its melee attacks. Strong Jaws: A Bite attack that deals damage automatically starts a Grapple. If the target Counter Attacks a Bite attack, the Counter Attack ignores the creature’s AR and Natural Toughness trait. Weak Point (Underbelly): This creature’s AR is not applied to its underbelly. Precision Strikes can be made targeting this location in addition to the standard hit locations. Special Hit Location: Hits to the arms instead target the dragon’s wings. Innate Voice: Shouting only costs 1 SP no matter how many words they use.
Loot
- A character can make a -20 survival test to harvest enough
- Dragon Scales to craft a set of Full Dragonscale armor,
- weighing 28 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonscale armor or 3 Dragonscale
- Shields.
- A character, over a long rest, can use 1 Dragon Scale to create
- a piece of Dragon Scale Armor or a Dragon Scale Shield, 2
- can be used to make a cuirass or tower shield. Doing this
- requires a successful -40 Survival or Profession (Smith) test.
- A character can make a -20 Alchemy test to harvest a dose
- of “Dragon’s Blood”, which is valued at 1000 Drakes, and
- is a Legendary Restoration, Alteration, & Destruction in-
- gredient.
- In a Dragon’s lair, the characters can find its hoard, worth
- 10 rolls on the treasure table, multiply any drakes by 100.
- A character can make a -10 survival test to harvest enough
- dragon bones to craft a set of Full Dragonbone armor,
- weighing 35 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonbone or 3 Dragonbone weapons
- or shields.
- Traits
- Dragon Fear: The sight of a dragon invokes a primal fear
- in any creature. The first time a creature sees a dragon causes
- them to make a -20 Horror test. Any subsequent sightings
- invoke a -20 Panic test.