Blazespawn Dragonborn: Difference between revisions
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| Description | Dragonborn Blazebrothers are the henchmen for the red dragons. They may be used as standalone monsters, although the presence of a Dragon improves them greatly. | | Description | Dragonborn Blazebrothers are the henchmen for the red dragons. They may be used as standalone monsters, although the presence of a Dragon improves them greatly. | ||
Where the Dragonborn come from is a mystery. Are they young dragons? Are they degenerate humanoids, corrupted by dragon magics to the draconian ideal? Are they a slave or servant race which lives in secret enclaves? | |||
No one knows. All that is known for sure is, more often than not, where there are dragons, there are often dragonborn. | |||
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| CombatTactics = The primary role of the Dragonborn Blazespawn in combat is to apply endless, unrelenting pressure on the enemies of their dragon. They will teleport into every breath weapon as the dragon attacks, flanking any victims caught in the breath. Failing that, they will use the dragon's breath to close with enemies, attacking with fiery balls of solid flame and their fiery swords, charging to the attack if they must but preferring to spread their deceptive attacks around their enemies. if they can, they will set up flanks for their dragon, or use their tremendous fly speed to dart to the rear of any encounter and attack any support or ranged attackers. | | CombatTactics = The primary role of the Dragonborn Blazespawn in combat is to apply endless, unrelenting pressure on the enemies of their dragon. They will teleport into every breath weapon as the dragon attacks, flanking any victims caught in the breath. Failing that, they will use the dragon's breath to close with enemies, attacking with fiery balls of solid flame and their fiery swords, charging to the attack if they must but preferring to spread their deceptive attacks around their enemies. if they can, they will set up flanks for their dragon, or use their tremendous fly speed to dart to the rear of any encounter and attack any support or ranged attackers. | ||
The Blazespawn also have combat reflexes, enabling them to provide significant disincentive for foes attempting to move past them. As a result, they often leave gaps in their own lines (if there is more than one present) to encourage such foolishness. | |||
Revision as of 19:49, 1 April 2021
Dragonborn Blazespawn (CR 15)
Pure Evil - Medium - Monstrous Humanoid (Dragon) |
---|
Lore: | Know (Nature) | ||
30 | 45 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
35 | +25 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
Movement Types:
- Walk 30 ft.
- Lesser Flight 120 ft.
Defense
AC |
Man Def |
Monster Health | ||
429 | 214 | 29 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +17 |
Refl: | +12 |
Will: | +12 |
Strong Against:
Offense
Standard Attack (Melee):
Standard Attack (Ranged):
- 1x Burning Careen +22 (3d8+16/19-20 x2)
as bludgeoning (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
plus: Deceptive (target is flat-footed vs. first attack), plus: Burned
Full Attack (Ranged):
- 3x Burning Careen +22 (3d8+16/19-20 x2)
as bludgeoning (physical, common)
(Increment: 30 ft.; Max Range: 150 ft.)
plus: Deceptive (target is flat-footed vs. first attack), plus: Burned
Siege Damage: Not siege capable
Statistics
22 |
STR |
18 |
DEX |
20 |
CON |
15 |
INT |
14 |
WIS |
16 |
CHA |
Skills:
- Knowledge (Nobility): 23
- Perception: 25
- Survival: 27
- All other skills: 20 (no ranks)
Languages: Draconic, Common
Feats:
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Special Abilities
Dragontouched (Ex) Always On |
Blazespawn Dragonborn are immune to fire (energy, common) damage and get ER against a dragon's terrible roars. All of their weapons are wreathed in fire if they wish them to be (free action to light or extinguish the fire) and if they attack with their burning weapons, any victims struck gain the Burned condition until the end of the encounter. Even worse, they gain a +1 to-hit against any creature suffering from the Burned condition. |
Dragonborne (Su) 1/Rnd, Immediate Action, Special |
Whenever a Blazespawn is able to perceive a dragon's breath weapon which does fire (energy, common) damage, they may, as an immediate action, teleport, as Lesser Teleport, up to 60 feet as long as they end the teleport inside the area of effect of the dragon's breath. This ability may only be used once per round. |
Dragonborn Blazespawn
Dragonborn Blazebrothers are the henchmen for the red dragons. They may be used as standalone monsters, although the presence of a Dragon improves them greatly.
Where the Dragonborn come from is a mystery. Are they young dragons? Are they degenerate humanoids, corrupted by dragon magics to the draconian ideal? Are they a slave or servant race which lives in secret enclaves?
No one knows. All that is known for sure is, more often than not, where there are dragons, there are often dragonborn.
Combat Tactics
The primary role of the Dragonborn Blazespawn in combat is to apply endless, unrelenting pressure on the enemies of their dragon. They will teleport into every breath weapon as the dragon attacks, flanking any victims caught in the breath. Failing that, they will use the dragon's breath to close with enemies, attacking with fiery balls of solid flame and their fiery swords, charging to the attack if they must but preferring to spread their deceptive attacks around their enemies. if they can, they will set up flanks for their dragon, or use their tremendous fly speed to dart to the rear of any encounter and attack any support or ranged attackers.
The Blazespawn also have combat reflexes, enabling them to provide significant disincentive for foes attempting to move past them. As a result, they often leave gaps in their own lines (if there is more than one present) to encourage such foolishness.
Out of Combat
Blazespawn are the hard, zealous core believers of a Red Dragon's personal Church. Their fanatical belief in their dragon is unshakable, and every one of them secretly hopes that if some foe manages to overcome their dragon, by some vile trickery, that THEY will be the one to grow into the next incarnation of the Great Beast.
Rewards
XP: 51,200
Treasure: Sellable Goods worth 32,125 gp.
- Weight: 150 lbs. Volume: 6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |