Ancient Dovah

Dragon; Legendary+; Dragon Soul (1)

Stats

CharacteristicValueAttributeValueSkillValue
Strength100Hit Points300Combat150
Endurance100Wound Thr.32Magic90
Agility10Magicka80Evade10
Intelligence80Stamina10Observe80
Willpower90Initiative+15Stealth10
Perception60Action Pts.3Knowledge100
Personality40Speed12mSocial40
Morale100SizeEnrms.Physical100

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.