Dragon Priest

Draugr, Undead; Extreme; White Soul (1200)

Stats

CharacteristicValueAttributeValueSkillValue
Strength40Hit Points28Combat60
Endurance55Wound Thr.15Magic90
Agility40Magicka50Evade50
Intelligence50Stamina5Observe60
Willpower60Initiative+9Stealth30
Perception40Action Pts.3Knowledge90
Personality5Speed12mSocial5
Morale90SizeStd.Physical40

Weapons & Armor

  • • Wretched Talons: 1d6; Slashing, Small, Magic; Reach 1m
  • May have:
  • • Dragon Priest Staff: 1d6(1d8)+2; Concussive, Focus, Magic,
  • Innate Spell (see Special Abilities); Reach 2m, 1.5H
  • Also may have up to two of:
  • • Dragon Priest Robes: AR 6 / Magic 6; Partial, Heavy,
  • Magic
  • • Full Dragon Priest Mask: AR 7 / Magic 7; Magic, Light

Special Abilities

  • • Consume Thralls (1 AP + 1 SP): As a Primary Action
  • Dragon Priest can consume the life of any nearby Draugr it
  • chooses within 30m. The consumed Draugr immediately
  • and irreversibly dies, unable to be raised, because its essence
  • has been stripped bare by the Dragon Priest. The Dragon
  • Priest can do this to as many Draugr in range as they wish.
  • The Dragon Priest then gains Temporary Hit points that
  • last until the end of the encounter equal to the remaining
  • HP of the Draugr they consume.
  • • Innate Spell (1 AP): The Dragon Priest’s Staff is infused
  • with a spell that can be cast for no Magicka cost, and always
  • succeeds with 1 DoS. It may be infused with one of the
  • following spells:
  • ▪ Fire Bolt 3: 7 MP; 1d8 Fire; R Attack (100m), Overload
  • (+WB to Dmg)
  • ▪ Frost Bolt 3: 7 MP; 1d8 Frost; R Attack (100m),
  • Overload (+WB to Dmg)
  • ▪ Shock Bolt 3: 7 MP; 1d8 Shock; R Attack (100m),
  • Overload (+WB to Dmg)
  • “Nivahriin muz fent siiv nid aaz het.”
    • Morokei, Dragon Priest
  • Ghost
  • The soul of a dead mortal, trapped on Nirn.

Encountering Dragon Priest

Traits • Undead • Bend Reality: Can test Magic instead of Physical. • Imbued with Magicka: Does not spend MP to cast spells. • Lord of Sorcery: A Dragon Priest never backfires, and can cast any level of spell without penalty. • Master of the Voice: Can use two word shouts without spending Stamina, can test Endurance at +0 to avoid spend- ing Stamina on three word Shouts. • Resistance (Frost, 3) • Resistance (Normal Weapons, 3) Dragon Priests are so diverse and characterful, it would be a disservice to rigidly describe them here. Instead, it is up to GMs to develop their own Dragon Priests, since if one is included it is likely going to be a major villain for a campaign and de- serves special attention. Dragon Priests are both sorcerers, and Tongues, and combine the use of profane magicks with the reality bending potency of the Thu’um. A Dragon Priest, being a creature of the Merethic Era, knows as many Shouts as the GM determines appropriate, up to the full power of the Shout. Additionally, a Dragon Priest is equally proficient in all Schools of magic, and as a result can take spells from any school. The GM is encouraged to create a creative and powerful spell list, and really take advantage of the Imbued with Magicka trait to really go crazy with spells. For example, while a Dragon Priest does not innately have the Fly trait, because it is able to cast without spending Magicka it can effectively have a level 7 Levitate at all times. A party needs to be prepared with sufficient anti magic, because a Dragon Priest has no reason to hold back its awe-inspiring destructive powers, because it is not confined to the mortal understandings of magic. Even if a party somehow negates its sorceries, it still has a very powerful Thu’um to reckon with.

Loot

  • GMs should consider the treasure a Dragon Priest has in
  • their sanctum. Additionally, they should design a unique
  • enchantment for their Mask.
  • 01
  • Spells
  • Frost Bolt 2: 6 MP, 1d6 Frost, R Attack (100m), Overload
  • (+WB to Dmg)
  • Frost Bite 3: 7 MP, 1d8 Frost, M Attack (1m), Overload