Common Red Dragon: Difference between revisions

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   }}</onlyinclude>
   }}</onlyinclude>


| MonsterName = Common Red Dragon
| Min-CR = 12
| Max-CR = 40


| Image = Red_Dragon_1.png
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
| MonsterName | Common Red Dragon
  }}</onlyinclude>
 
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Red Dragon-14.jpg
   <!-- Value: file name and extension only   -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Villain
| Role | Villain
   <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->
 
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
 
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
   }}</onlyinclude>
   }}</onlyinclude>


| Description = Red Dragons are the dragons everyone thinks of when they think of dragons. Red dragons are the quintessential dragon. They breathe fire, they are vicious, endlessly tough, intelligent, horrible opponents, and if a red dragon shows up, it is wise to give it whatever it wants before it decides to make the effort to take it for itself.  Red dragons are unusual among many of their kin, in that their claws deal siege damage, which means they can rend the walls of a castle to dust as easily as rending flesh off bones.  Red dragons are a calamitous force of nature, and if one decides to inhabit a spot near your town, you would be well-served to move.


:{{:Dragons}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | '''''This monster frequently has the Villain role, but may be set to other roles if desired.'''''


:While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Red dragons, for example, tend to have iridescent scales which shimmer through all the colors of red, orange and yellow depending on the available light. But in all cases, they are strongly associated with the powers of fire.  
Red Dragons are the dragons everyone thinks of when they think of dragons. Red dragons are the quintessential dragon. They breathe fire, they are vicious, endlessly tough, intelligent, horrible opponents, and if a red dragon shows up, it is wise to give it whatever it wants before it decides to make the effort to take it for itself. Red dragons are unusual among many of their kin, in that their claws deal siege damage, which means they can rend the walls of a castle to dust as easily as rending flesh off bones.  Red dragons are a calamitous force of nature, and if one decides to inhabit a spot near your town, you would be well-served to move.


:Red dragon lairs tend to be elaborately decorated, often resembling a finely appointed temple to a god.  They enjoy many comforts and vices, and also enjoy influencing the affairs of nearby nations and peoples.  They have been known to take on worshipers as though they were truly deific, though reports of clerics of specific dragons being capable of casting spells or invoking the dragon's holy power are unconfirmed.
{{:Dragons}}


| Alignment = Chaotic Evil
While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Red dragons, for example, tend to have iridescent scales which shimmer through all the colors of red, orange and yellow depending on the available light. But in all cases, they are strongly associated with the powers of fire.
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Huge
Red dragon lairs tend to be elaborately decorated, often resembling a finely appointed temple to a god.  They enjoy many comforts and vices, and also enjoy influencing the affairs of nearby nations and peoples.  They have been known to take on worshipers as though they were truly deific, though reports of clerics of specific dragons being capable of casting spells or invoking the dragon's holy power are unconfirmed.
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Chaotic Evil
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Huge
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>


| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Dragon
| Type | Dragon
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
Line 45: Line 93:
   }}</onlyinclude>
   }}</onlyinclude>


| NudgeBasicLoreValue = -2
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
 
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
 
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
 
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
 
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue| -2
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeFullLoreValue = +3
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +3
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeInit = +3
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1 |1 = 2 |2 = 3 |3 = 4 |4 = 5 |5 = 6 |6 = 7 |7 = 8 |8 = 9 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Darkvision]] 120 ft., [[Precise Hearing]]
  <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
  <!--   [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell -->
| Sense-Is-Blind-to-Vision =
   <!--   [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
| Sense-Is-Blind-to-Sound =
  <!--   [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
| Sense-Is-Blind-to-Smell =
  <!--   [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
| Sense-Has-Low-Light-Vision =
  <!--   [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->
 
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 120 |1 = 120 |2 = 120 |3 = 180 |4 = 180 |5 = 240 |6 = 300 |7 = 500 |8 = 1000 }}
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range = 30
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 =  |4 = 50 |5 = 60 |6 = 100 |7 = 200 |8 = 300 }}
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception = +5
| NudgePerception = +5
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC = +1
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1 |1 = 1 |2 = 1 |3 = 1 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 5 }}
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTouchAC = +1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =  
| NudgeTouchAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1 |1 = 1 |2 = 1 |3 = 1 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 5 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Nudge-Maneuver-Defense = +1
| Nudge-Maneuver-Defense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1 |1 = 1 |2 = 1 |3 = 1 |4 = 2 |5 = 2 |6 = 3 |7 = 4 |8 = 5 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 96: Line 182:
         * Dragons have 3 strong saves                              -->
         * Dragons have 3 strong saves                              -->


| NudgeFort =  
| NudgeFort = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 5 }}
| NudgeRefl =  
| NudgeRefl = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 5 }}
| NudgeWill =  
| NudgeWill = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 5 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


| SpecialDefenses = DR 10/-, ER 10/-
| SpecialDefenses = DR {{CR}}/{{DR|Common}}
* ER {{CR}}/{{ER|Common}}
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


| StrongAgainst = '''''Immune (no effect):''''' fire
| StrongAgainst = '''''Immune (no effect):''''' {{Dmg|Fire}}
* '''''Immune (no effect):''''' {{Dmg|Sonic}}
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


Line 139: Line 227:
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 60 ft., [[Greater Flight]] 120 ft.
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
  <!--   [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
        if they don't have that movement type, leave it blank                    -->
  <!--   [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 60 |1 = 60 |2 = 60 |3 = 60 |4 = 80 |5 = 80 |6 = 100 |7 = 100 |8 = 100 }}
  <!--   [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
| Move-Type-Burrowing-Speed =
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
| Move-Type-Tunneling-Speed =
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 120 |1 = 120 |2 = 120 |3 = 120 |4 = 120 |5 = 200 |6 = 240 |7 = 300 |8 = 300 }}
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach = -1
| NudgeReach = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 =  |4 =  |5 = 1 |6 = 1 |7 = 2 |8 = 2 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




Line 174: Line 278:
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| PriAtkNotes = plus [[Burned]]
| Pri-Atk-Dmg-Type = crushing
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes = '''plus:''' [[Burned]]
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
Line 188: Line 295:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| PriAtkVSTouchAC =  
| Pri-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
Line 211: Line 318:
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->


| SecAtkNotes = plus [[Bleed]] {{#var:Special1-CR}}
| Sec-Atk-Dmg-Type = slashing
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| SecAtkNotes = '''plus:''' [[Bleed|Bleed {{CR}}]]
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| SecAtkNotes-FullAtkOnly =  
| SecAtkNotes-FullAtkOnly =  
Line 225: Line 335:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
Line 248: Line 358:
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->


| TerAtkNotes = affects all enemies in a 3x3 square, plus [[Bleed]] {{#var:Special1-CR}}
| Ter-Atk-Dmg-Type = bludgeoning
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| TerAtkNotes = affects all enemies in a 3x3 square area, '''plus:''' [[Bleed|Bleed {{CR}}]]
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
Line 262: Line 375:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTerDamage =  
| NudgeTerDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
Line 285: Line 398:
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


| QuaAtkNotes = affects all enemies in 2x2 square area, plus [[Burned]]
| Qua-Atk-Dmg-Type = buffeting
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| QuaAtkNotes = affects all enemies in a 2x2 square area, '''plus:''' [[Burned]]
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
Line 299: Line 415:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
Line 328: Line 444:
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements =
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes =  
| Ranged-Atk-Dmg-Type =
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| RangedAtkNotes =
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
Line 345: Line 464:
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->


| RangedAtkVSTouchAC =  
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 355: Line 474:


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
Line 365: Line 484:
<!--  COMBAT MANEUVERS  -->
<!--  COMBAT MANEUVERS  -->


| Nudge-Maneuver-Offense =  
| Nudge-Maneuver-Offense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 1 |4 = 1 |5 = 2 |6 = 3 |7 = 4 |8 = 4 }}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


Line 398: Line 517:


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




Line 450: Line 569:


<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




Line 474: Line 577:
| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = As a standard action, the dragon may emit an ear-shattering howl of unimaginable power.  This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space.  The dragon must have line of effect for this power to operate, but does not require line of sight.  This power inflicts {{#var:Special1AlphaDmg}} points of sonic damage. Addling Roar allows a Fort save versus a DC of {{#var:Special1SaveDC}} to take half damage.
| Ability-1-Description = As a standard action, the dragon may emit an ear-shattering howl of unimaginable power.  This attack affects all creatures within 100 feet of the dragon's space.  The dragon must have line of effect for this power to operate, but does not require line of sight.  This power inflicts {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage. Addling Roar allows a Fort save versus a DC of {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Save-DC|n=+1}} |1 = {{Save-DC|n=+1}} |2 = {{Save-DC|n=+1}} |3 = {{Save-DC|n=+1}} |4 = {{Save-DC|n=+2}} |5 = {{Save-DC|n=+2}} |6 = {{Save-DC|n=+3}} |7 = {{Save-DC|n=+4}} |8 = {{Save-DC|n=+4}} }} to take half damage.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!-- Available Variables:  
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility1ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility1TouchAttack =
   POISON / DISEASE FORMAT
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1SaveDC = 1
{{Malady
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility1StandardDamage =
-->
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 2   -->


| NudgeAbility1SwiftDamage =
| Ability-2-Name = Red Dragon Breath
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility1AlphaDamage =  
| Ability-2-Type = Su
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility1-AbilityDamage =  
| Ability-2-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility1-HitPoints =  
| Ability-2-Description = As a standard action, the dragon may emit a vast and deadly blast of white-hot flames. The Breath Weapon affects a {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30 |1 = 30 |2 = 30 |3 = 30 |4 = 40 |5 = 50 |6 = 60 |7 = 80 |8 = 100 }} foot cone, and is fully three dimensional (a cube), so that it may, obviously, affect creatures flying in the air.
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility1-HitDice =  
This breath weapon does {{Special-Alpha-Dmg|2}} points of {{dmg|fire}} damage, and all enemies caught in it must make a Reflex save versus a DC of {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Save-DC|n=+1}} |1 = {{Save-DC|n=+1}} |2 = {{Save-DC|n=+1}} |3 = {{Save-DC|n=+1}} |4 = {{Save-DC|n=+2}} |5 = {{Save-DC|n=+2}} |6 = {{Save-DC|n=+3}} |7 = {{Save-DC|n=+4}} |8 = {{Save-DC|n=+4}} }}.  Those who make their save take only half damage from the breath.  Those who fail the save take full damage and gain the [[Burned]] status, which inflicts additional {{dmg|fire}} damage at the start of each of the burning creature's turns.  Burned persists until the end of the encounter, the burning creature dies, the dragon which caused the Burn dies, or the creature uses a standard action to extinguish the flames.
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility1-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility1-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 2   -->
-->
<!--  SPECIAL ABILITY 3   -->


| Ability-2-Name = Red Dragon Breath
| Ability-3-Name = Terrible Majesty


| Ability-2-Type = Su
| Ability-3-Type = Su, Fear
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Concentration =  
| Ability-3-Action-Required = Free Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = As a standard action, the dragon may emit a vast and deadly blast of white-hot flames. The Breath Weapon affects a 30 foot cone.
| Ability-3-Description = Once per round as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Save-DC}} |1 = {{Save-DC}} |2 = {{Save-DC}} |3 = {{Save-DC|n=+1}} |4 = {{Save-DC|n=+2}} |5 = {{Save-DC|n=+2}} |6 = {{Save-DC|n=+3}} |7 = {{Save-DC|n=+4}} |8 = {{Save-DC|n=+4}} }}. Terrible Majesty requires line of sight, but does not require line of effect.  


:This breath weapon does {{#var:Special2AlphaDmg}} points of fire damage, and all enemies caught in it must make a Reflex save versus a DC of {{#var:Special2SaveDC}}Those who make their save take only half damage from the breath.  Those who fail the save take full damage and gain the [[Burned]] status, which inflicts an additional {{#var:Special2SwiftDmg}} points of fire damage at the start of each burning creature's turns.  Burn persists until the end of the encounter, the burning creature dies, the dragon which caused the Burn dies, or the creature uses a standard action to extinguish the flames.
The first time an enemy creature is subjected to this effect, if it fails the save, it takes {{Special-Standard-Dmg}} points of {{dmg|psychic}} damage, and receives the [[Trembling]] condition for the rest of the encounterFurthermore, upon failing the save, a wispy [[Blazespawn Dragonborn | Dragonborn Blazespawn]] with the minion role appears adjacent to the enemy creature.  Those who succeed on the save take only half damage, and instead gain the [[Nervous]] condition until the end of their next turn, and no minion appears adjacent to them, although minions may still appear (see below). 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility2ToHit =
Each subsequent use of terrible majesty after the first only creates new minions; it does not inflict damage nor any fear effects on any creature which has already made a saving throw (regardless of whether the save succeeded or failed) against that dragon's Terrible Majesty.
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2TouchAttack =
These [[Blazespawn Dragonborn | Dragonborn Blazespawn]] with the minion role are made of solid fire, appearing out of the heat shimmers on the battlefield.  They act autonomously on a separate initiative tick than their dragon, fervently expending their brief existences to destroy their dragon's enemies.  They have all the powers and attacks and abilities of a Dragonborn Blazespawn, but only one hit point each. Note that these minions can survive the death of their dragon, and will keep right on attacking until they are destroyed.
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2SaveDC = 1
The first time the dragon uses Terrible Majesty, the only upper limit on the number of minions possible is the number of characters who fail their saves, although it always summons a minimum of 4 minions.  After the first use, Terrible Majesty can only summon a maximum of 4 minions total, and it does nothing unless there are fewer than 4 minions present. When used while there are fewer than 4 minions present, the ability summons a number of new minions sufficient to bring the total back to 4.  However, the total is ''always'' brought back up to 4, even if all enemies succeed on their saving throws.  In such a case, these unplaced minions appear anywhere on the map that is no closer than 15 feet from an enemy creature.
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility2StandardDamage =
Neither the Trembling nor Nervous conditions caused by Terrible Majesty can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2SwiftDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility2AlphaDamage = hi
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility2-AbilityDamage =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility2-HitPoints =  
{{Malady
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility2-HitDice =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. -->
<!--   SPECIAL ABILITY 4  -->


| NudgeAbility2-ManeuverOffense =
| Ability-4-Name = Melee Mastery
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility2-ManeuverDefense =  
| Ability-4-Type = Ex
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


<!--   SPECIAL ABILITY 3  -->
| Ability-4-Description = Red dragons never provoke attacks of opportunity from enemies.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


| Ability-3-Name = Terrible Majesty
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-3-Type = Su, Fear
   POISON / DISEASE FORMAT
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Concentration =  
{{Malady
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Name =
| Intensity =
| Save-Type =
| Save-Mod =  
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| Ability-3-Description = Once per round as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of {{#var:Special3SaveDC}}.  Terrible Majesty requires line of sight, but does not require line of effect.
-->
<!--  SPECIAL ABILITY 5  -->


: The first time an enemy creature is subjected to this effect, if it fails the save, it takes {{#var:Special3StandardDmg}} points of psychic damage, and receives the [[Trembling]] condition for the rest of the encounter.  Furthermore, upon failing the save, a wispy [[Dragonborn,_Blazespawn_Minion | Dragonborn Blazespawn Minion]] appears adjacent to the enemy creature.  Those who succeed on the save take only half damage, and instead gain the [[Nervous]] condition for 1 round, and no minion appears adjacent to them.
| Ability-5-Name =


: [[Dragonborn,_Blazespawn_Minion | Dragonborn Blazespawn Minions]] are made of solid fire, appear as if by Teleport out of thin air, and act autonomously on the Dragon's initiative tick for their brief existences to destroy their Dragon's enemies.  They have all the powers and attacks and abilities of a Dragonborn Blazespawn, but only one hit point each. Note that these minions can survive the death of their Dragon, and will keep right on attacking until they are destroyed.
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


: The first time the dragon uses Terrible Majesty, the only limit on the number of minions possible is the number of characters who fail their saves.  However, all subsequent uses of terrible majesty only create new minions; it does not inflict damage nor any fear effects on any creature which has already made a saving throw (regardless of whether the save succeeded or failed) against that dragon's Terrible Majesty.
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


: Terrible Majesty can only summon a maximum of 4 minions total, and when used in subsequent rounds, it does nothing unless there are fewer than 4 minions present.  When used while there are fewer than 4 minions present, the ability summons a number of new minions sufficient to bring the total back to 4.  However, even if too many enemy creatures succeed on their saving throw, the total is always brought back up to 4.  In such a case, these unplaced minions appear anywhere on the map that is no closer than 15 feet from an enemy creature.
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


: Neither the Trembling nor Nervous conditions can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means.
| Ability-5-Description =
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Available Variables:
   {{Touch-Attack}}         {{Skill-DC|Average}}       {{Special-Swift-Dmg}}
         {{#var:Special3ToHit}}           To-Hit
  {{Save-DC}}               {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
        {{#var:Special3TouchAttack}}     Touch To-Hit
  {{Hit-Points}}           {{Skill-DC|Hard}}           {{Ability-Dmg}}
        {{#var:Special3SaveDC}}         Save DC
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special3StandardDmg}}     Std Damage
  {{Hit-Dice}}                                         {{Primary-Dmg}}
        {{#var:Special3SwiftDmg}}       Swift Damage
  {{Maneuver-Offense}}                                 {{Secondary-Dmg}}
        {{#var:Special3AlphaDmg}}       Alpha Damage
  {{Maneuver-Defense}}                                 {{Tertiary-Dmg}}
        {{#var:Special3-Ability-Dmg}}    Stat Damage
  {{CR}}                                               {{Quaternary-Dmg}}
        {{#var:Special3-Hit-Points}}    Hit Points
                                                        {{Ranged-Dmg}}
        {{#var:Special3-Hit-Dice}}       Hit Dice
        {{#var:Special3-Maneuver-Offense}}       Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}       Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility3ToHit =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3TouchAttack =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility3SaveDC = 1
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
<!--   SPECIAL ABILITY 6  -->


| NudgeAbility3StandardDamage =
| Ability-6-Name = The Ember Smolders
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility3SwiftDamage =  
| Ability-6-Type = Su
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility3AlphaDamage =  
| Ability-6-Action-Required = Auto Upon Death, Special
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility3-AbilityDamage =  
| Ability-6-Concentration =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility3-HitPoints =  
| Ability-6-Description = The second time a Red Dragon which has the Villain, Threat, or Legend role (or upon GM fiat) is killed in a battle, it emits a gigantic Death Scream as it collapses to the ground.  All enemy creatures within 100 feet take {{Special-Standard-Dmg}} points of {{dmg|psychic}} damage as the awful blackened soul of the beast gushes forth in a terrible boil of psychic flames.  Affected creatures may make a Will save against a DC of {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Save-DC|n=+1}} |1 = {{Save-DC|n=+1}} |2 = {{Save-DC|n=+1}} |3 = {{Save-DC|n=+1}} |4 = {{Save-DC|n=+2}} |5 = {{Save-DC|n=+2}} |6 = {{Save-DC|n=+3}} |7 = {{Save-DC|n=+4}} |8 = {{Save-DC|n=+4}} }} to take half damage, and then may proceed to loot the beast's hoard.
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility3-HitDice =
'''''Optional:''''' But even this is not the end! If any of the Red Dragon's Cult of Personality (see Out of Combat) survive, then after 1d10+1 days, one lucky member of that Cult finds themselves to be the blessed vessel for the monster's rebirth. Once the fiendish wyrm begins to regrow, it takes three days for it to regain its full strength.  If allowed to return to life this way, the Dragon will resume its depredations, but it will harbor a long, slow-burning hatred in its black, fire-riddled heart for those who visited such indignities upon it.  And it will begin to plot, and spy, and send minions to harass, and whisper words into the ears of enemies, and generally make itself a terrible, terrible nuisance.  The only sure way to destroy a Red Dragon is to first hunt down and exterminate its entire Cult, root and branch, and then slay the beast on the piled corpses of its evil followers.
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility3-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility3-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 4   -->
-->
<!--  SPECIAL ABILITY 7   -->


| Ability-4-Name = Melee Mastery
| Ability-7-Name =  


| Ability-4-Type = Ex
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Concentration =  
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-7-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = Red dragons never provoke attacks of opportunity from enemies.
| Ability-7-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
 
  <!--Available Variables:  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility4ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility4TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility4StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   SPECIAL ABILITY 8  -->


| NudgeAbility4SwiftDamage =
| Ability-8-Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility4AlphaDamage =  
| Ability-8-Type =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| NudgeAbility4-AbilityDamage =  
| Ability-8-Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility4-HitPoints =  
| Ability-8-Concentration =  
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| NudgeAbility4-HitDice =  
| Ability-8-Description =  
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility4-ManeuverOffense =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility4-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


<!--  SPECIAL ABILITY 5   -->
-->
<!--  SPECIAL ABILITY 9   -->


| Ability-5-Name = Indignant Response
| Ability-9-Name =  


| Ability-5-Type = Su
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-5-Concentration =  
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Ability-9-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-5-Description = The first time a red dragon is reduced to zero or fewer hit points, as a triggered reaction, the dragon slams itself into the ground with a thunderous impact, and a wave of roiling fire billows out 12 squares (60 feet) from the edges of the dragon's space.  Those in this radius may make a reflex save, DC {{#var:Special6SaveDC}}, or they take {{#var:Special6AlphaDmg}} points of fire damage and are [[push]]ed to an unoccupied space outside the radius and knocked [[Prone]]. While each space of a push must always be further away from the dragon, the dragon may choose exactly how each push is resolved as long as it follows the Push rulesThose who succeed on the save take only half damage, are pushed only 4 spaces and are not knocked Prone.
| Ability-9-Description =  
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain roleAll other times, it will be invisible.                   -->


:In addition, the dragon immediately sheds any conditions it is suffering under, regains half its maximum health ({{#var:Special6-Hit-Points}} hit points), and its initiative is reset to the current tick, interrupting the creature whose turn was used to drop the dragon to 0 or fewer hit points.  Note that this nearly always results in the dragon acting twice in the round it is first reduced to zero hit points.  Once the dragon completes its turn, the interrupted creature may complete its turn as though its initiative was immediately after the dragon, but they to not regain any actions used prior to the dragon's Indignant Response.
| Role-Only--Replace-Rez-Power--Name = Indignant Response


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
| Role-Only--Replace-Rez-Power--Type = Ex
  <!--Available Variables:  
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"   -->
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}   Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility5ToHit =  
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility5TouchAttack =  
| Role-Only--Replace-Rez-Power--Concentration =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility5SaveDC = 1
| Role-Only--Replace-Rez-Power--Description = The first time a red dragon is reduced to zero or fewer hit points, as a triggered reaction, the dragon slams itself into the ground (or other surface, or just explodes in mid-air out of intolerable choler) with a thunderous impact, and a wave of roiling fire billows out in all directions 12 squares (60 feet) from the edges of the dragon's space. Those in this radius may make a reflex save, DC {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Save-DC|n=+1}} |1 = {{Save-DC|n=+1}} |2 = {{Save-DC|n=+1}} |3 = {{Save-DC|n=+1}} |4 = {{Save-DC|n=+2}} |5 = {{Save-DC|n=+2}} |6 = {{Save-DC|n=+3}} |7 = {{Save-DC|n=+4}} |8 = {{Save-DC|n=+4}} }}, or they take {{Special-Standard-Dmg}} points of {{dmg|fire}} damage and are [[push]]ed to an unoccupied space outside the radius and knocked [[Prone]].  While each space of a push must always be further away from the dragon, the dragon may choose exactly how each push is resolved as long as it follows the Push rules.  Those who succeed on the save take only half damage, are pushed only 4 spaces, and are not knocked Prone.
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility5StandardDamage =
In addition, the dragon immediately sheds any conditions it is suffering under, regains half its maximum health ({{Bloodied-Hit-Points}} hit points), and its initiative is reset to the current tick, interrupting the creature whose turn was used to drop the dragon to 0 or fewer hit points.  Note that this nearly always results in the dragon acting twice in the round it is first reduced to zero hit points.  Once the dragon completes its turn, the interrupted creature may complete its turn as though its initiative was immediately after the dragon, but they do not regain any actions used prior to the dragon's Indignant Response.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility5AlphaDamage = hi
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility5-AbilityDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility5-HitPoints = 0.50
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility5-HitDice =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility5-ManeuverOffense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.           -->


| NudgeAbility5-ManeuverDefense =
| Role-Only--Add-Killer-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


<!--   SPECIAL ABILITY 6  -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-6-Name = The Ember Smolders
| Role-Only--Add-Killer-Power--Description =  


| Ability-6-Type = Su
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
        or save DC numbers with variables:


| Ability-6-Concentration =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-6-Description = The second time a Red Dragon is killed in a battle, it emits a gigantic Death Scream as it collapses to the ground.  All enemy creatures within 100 feet take {{#var:Special7AlphaDmg}} points of sonic and psychic damage as the awful blackened soul of the beast gushes forth in a terrible boil of baleful flames.  Affected creatures may make a Will save against a DC of {{#var:Special7SaveDC}} to take half damage, and then may proceed to loot the beast's hoard.
  POISON / DISEASE FORMAT


: '''''Optional:''''' But this is not the end.  If any of the Red Dragon's Cult of Personality (see below) survive, then after 1d10+1 days, one lucky member of that Cult finds themselves to be the blessed vessel for the monster's rebirth.  Once the fiendish wyrm begins to regrow, it takes three days for it to regain its full strength.  If allowed to return to life this way, the Dragon will resume its depredations, but it will harbor a long, slow burning hatred in its black, fire-riddled heart for those who visited such indignities upon it.  And it will begin to plot, and spy, and send minions to harass, and whisper words into the ears of enemies, and generally make itself a terrible, terrible nuisance.  The only sure way to destroy a Red Dragon is to first hunt down and exterminate its entire Cult, root and branch, and then slay the beast on the piled corpses of its evil followers.
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
-->
  <!--Available Variables:
<!--   REPLACE "SHOUTED COMMAND" POWER
        {{#var:Special6ToHit}}          To-Hit
       LEADER ROLE ONLY
        {{#var:Special6TouchAttack}}    Touch To-Hit
         This section lets you write a custom power that will only display if this monster
        {{#var:Special6SaveDC}}          Save DC
         is given the "Leader" role. It replaces the default "Shouted Command" power, which
        {{#var:Special6StandardDmg}}    Std Damage
         lets Leaders give an ally a Standard Action once per round as a Free Action.
        {{#var:Special6SwiftDmg}}       Swift Damage
         Leave this blank if you want the "Shouted Command" power to appear when this monster
         {{#var:Special6AlphaDmg}}        Alpha Damage
         is designated as a "Leader" role.                                                  -->
         {{#var:Special6-Ability-Dmg}}    Stat Damage
         {{#var:Special6-Hit-Points}}    Hit Points
         {{#var:Special6-Hit-Dice}}      Hit Dice
         {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility6ToHit =
| Role-Only--Replace-Leader-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility6TouchAttack =  
| Role-Only--Replace-Leader-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility6SaveDC = 1
| Role-Only--Replace-Leader-Power--Action-Required =  
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility6StandardDamage =  
| Role-Only--Replace-Leader-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility6SwiftDamage =
| Role-Only--Replace-Leader-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility6AlphaDamage = hi
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
        or save DC numbers with variables:


| NudgeAbility6-AbilityDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility6-HitPoints = 0.50
   POISON / DISEASE FORMAT
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->


| NudgeAbility6-HitDice =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility6-ManeuverOffense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                   -->


| NudgeAbility6-ManeuverDefense =
| Role-Only--Replace-Legend-Power--Name =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


<!--   SPECIAL ABILITY 7  -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-7-Name =  
| Role-Only--Replace-Legend-Power--Description =  


| Ability-7-Type =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
        or save DC numbers with variables:


| Ability-7-Concentration =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| Ability-7-Description =
  POISON / DISEASE FORMAT


  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
{{Malady
  <!--Available Variables:
| Name =
        {{#var:Special7ToHit}}          To-Hit
| Intensity =
        {{#var:Special7TouchAttack}}    Touch To-Hit
| Save-Type =
        {{#var:Special7SaveDC}}          Save DC
| Save-Mod =
        {{#var:Special7StandardDmg}}    Std Damage
| Frequency =
        {{#var:Special7SwiftDmg}}        Swift Damage
| Effect =
        {{#var:Special7AlphaDmg}}        Alpha Damage
| Fruition =
        {{#var:Special7-Ability-Dmg}}    Stat Damage
| F-Duration =
        {{#var:Special7-Hit-Points}}    Hit Points
}}
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility7ToHit =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,  
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                 -->


| NudgeAbility7TouchAttack =
| Role-Only--Replace-Minion-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility7SaveDC =  
| Role-Only--Replace-Minion-Power--Type =  
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility7StandardDamage =  
| Role-Only--Replace-Minion-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility7SwiftDamage =  
| Role-Only--Replace-Minion-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility7AlphaDamage =
| Role-Only--Replace-Minion-Power--Description =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility7-AbilityDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
        or save DC numbers with variables:


| NudgeAbility7-HitPoints =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility7-HitDice =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility7-ManeuverOffense =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility7-ManeuverDefense =
-->
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                               -->


| Role-Only--Replace-Shooter-Power--Name =


| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


<!--   SPECIAL ABILITY 8  -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Name =  
| Role-Only--Replace-Shooter-Power--Concentration =  
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-8-Type =
| Role-Only--Replace-Shooter-Power--Description =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-8-Concentration =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
        or save DC numbers with variables:


| Ability-8-Description =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   POISON / DISEASE FORMAT
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility8ToHit =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility8TouchAttack =
-->
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
<!--   ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                       -->


| NudgeAbility8SaveDC =
| Role-Only--Add-Skirmisher-Power--Name =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| NudgeAbility8StandardDamage =  
| Role-Only--Add-Skirmisher-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility8SwiftDamage =  
| Role-Only--Add-Skirmisher-Power--Action-Required =  
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| NudgeAbility8AlphaDamage =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility8-AbilityDamage =
| Role-Only--Add-Skirmisher-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->


| NudgeAbility8-HitPoints =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
        or save DC numbers with variables:


| NudgeAbility8-HitDice =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility8-ManeuverOffense =
   POISON / DISEASE FORMAT
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility8-ManeuverDefense =  
{{Malady
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Name =
| Intensity =
| Save-Type =  
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->


| Role-Only--Replace-Sneak-Power--Name =


<!--   SPECIAL ABILITY 9  -->
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Ability-9-Name =  
| Role-Only--Replace-Sneak-Power--Action-Required =  
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Type =  
| Role-Only--Replace-Sneak-Power--Concentration =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| Ability-9-Concentration =
| Role-Only--Replace-Sneak-Power--Description =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-9-Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
        or save DC numbers with variables:
  <!--Available Variables:  
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->


| NudgeAbility9ToHit =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility9TouchAttack =
   POISON / DISEASE FORMAT
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeAbility9SaveDC =  
{{Malady
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
| Name =
| Intensity =  
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


| NudgeAbility9StandardDamage =
-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
<!--   REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->


| NudgeAbility9SwiftDamage =
| Role-Only--Replace-Swarm-Power--Name =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


| NudgeAbility9AlphaDamage =  
| Role-Only--Replace-Swarm-Power--Type =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility9-AbilityDamage =  
| Role-Only--Replace-Swarm-Power--Action-Required =  
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                           -->


| NudgeAbility9-HitPoints =  
| Role-Only--Replace-Swarm-Power--Concentration =  
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility9-HitDice =
| Role-Only--Replace-Swarm-Power--Description =
  <!-- ADDER: use any positive or negative number, or leave blank. -->


| NudgeAbility9-ManeuverOffense =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
        or save DC numbers with variables:


| NudgeAbility9-ManeuverDefense =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = In general, the red dragon's plan is to set everyone on fire and then beat the hell out of them.  To complicate things, red dragons prefer to attack in areas of darkness, relying on their bursts of flames (and their darkvision) to hinder their opponents with no repercussions to the dragon.  Even worse, they spawn a steady flood of minions who are terribly mobile, and made even more so by every dragon breath they breathe forth.   
| CombatTactics = In general, the red dragon's plan is to set everyone on fire and then beat the hell out of them.  To complicate things, red dragons prefer to attack in areas of darkness and/or smoke, relying on their bursts of flames (and their darkvision and possibly cloudsense, if they are mighty enough) to hinder their opponents with no repercussions to the dragon.  Even worse, they use their Terrible Majesty to spawn a steady flood of minions who are terribly mobile, and made even more so by every dragon breath they breathe forth.   


:On the first round, the dragon will spend an action point to breathe on as many targets as he can, set his minions to the attack and get them positioned for flanks and to harry the back ranks of any attackers, and then close to melee. By closing into melee, the dragon's Terrible Majesty will be triggered, the wrenching wrongness of the monster's evil tearing at his enemies' minds.  On the following round, the dragon will use his remaining action point for an addling roar, and then perform a full attack action, again placing minions to bottle up his enemies, set up flanks, harry and harass, and generally be a right mess.  Red dragons love to scrap toe-to-toe with their foes, but will also take full advantage of their Melee mastery to move about the field of battle any time things start to set up unfavorably.  Due to their size, red dragons can [[stepover|move over]] or through sized-medium (and smaller) creatures without worrying about squeezing or even finding unoccupied spaces to end their moves.
On the first round, the dragon will spend an action point to breathe on as many targets as they can, order their minions to position themselves for flanks or harry the back ranks of the attackers, and then close to melee.   On the following round, the dragon will use their remaining action point for an addling roar, and then perform a full attack action, again placing minions to bottle up their enemies, set up flanks, harry and harass, and generally be a right mess.  Red dragons love to scrap toe-to-toe with their foes, but will also take full advantage of their Melee mastery to move about the field of battle any time things start to set up unfavorably.  Due to their size, red dragons can [[stepover|step over]] or through sized-medium (and smaller) creatures without worrying about squeezing or even finding unoccupied spaces to end their moves.


:After their Indignant Response, they will frequently take to the air, their powerful wings letting them fly with fluid ease, and pour down fire and addling roars upon any foes who survive.  If they are completely defeated, then in any subsequent battles after the smoldering ember brings them back, they will know their foes, and will be much, much more sneaky and vicious in their counterattack.  Almost the worst thing you can do is defeat a Red Dragon, and fail to crush every last Ember.
After their Indignant Response, they will frequently take to the air, their powerful wings letting them fly with fluid ease, and pour down fire and addling roars upon any foes who survive.  If they are completely defeated, then in any subsequent battles after the smoldering ember brings them back, they will know their foes, and will be much, much more sneaky and vicious in their counterattack.  Almost the worst thing you can do is defeat a Red Dragon, and fail to crush every last Ember.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Red Dragons are the very definition of arrogant megalomania.  Indeed, they almost always have their very own Cult of Personality, the core of which is a considerable cadre of Dragonborn Blazespawn.  Around the loyal Dragonborn the creature will seek to gather up more and more worshipers, reveling in their doting attention, and indeed, large and well-established Dragon Cults are religions in fact, with the worship of the Wyrm allowing it to gift profane power to the lesser fiends that grovel in its red-lit shadow.
| OutOfCombat = Red Dragons are the very definition of arrogant megalomania.  Indeed, they almost always have their very own Cult of Personality, the core of which is a considerable cadre of Dragonborn Blazespawn.  Around the loyal Dragonborn the creature will seek to gather up more and more worshipers, reveling in their doting attention, and indeed, large and well-established Dragon Cults are religions in fact, with the worship of the Wyrm allowing it to gift profane power to the lesser fiends that grovel in its red-lit shadow.


:Such Cults can have long tentacles indeed, with thousand of innocents caught up in their webs of intrigue. Perhaps even worse, once a Red Dragon has established it Cult, it becomes nigh-unkillable!  Like some nightmarish beast of legend, as long as even one Cultist retains true, evil faith in the wyrm, the beast can plant itself in the mind of one of its true believers 1d10+1 days after its defeat.  It takes three days to grow back to full power, during which time the nascent beast has the same stats as a Dragonborn Blazespawn.   
Such Cults can have long tentacles indeed, with thousand of innocents caught up in their webs of intrigue. Perhaps even worse, once a Red Dragon has established it Cult, it becomes nigh-unkillable!  Like some nightmarish beast of legend, as long as even one Cultist retains true faith in the wyrm, the beast can plant itself in the mind of one of its true believers 1d10+1 days after its defeat.  It takes three days to grow back to full power, during which time the nascent beast has the same stats as a Dragonborn Blazespawn.   


:There have been many tales of heroes who have slain a Red Dragon, followed by days, even weeks, of frantic hunts as they sought out and purged every last Ember of the dragon's Cult.
There have been many tales of heroes who have slain a Red Dragon, followed by days, even weeks, of frantic hunts as they sought out and purged every last Ember of the dragon's Cult.


:Sometimes, the heroes even succeed....
Sometimes, the heroes even succeed...





Latest revision as of 01:41, 13 January 2023

Common Red Dragon (VillainCR 15)

Chaotic Evil - Huge - Dragon
Lore: Know (Arcana)
28 48
Basic DC Full DC
Initiative
Initiative Icon 2.png
30
Perception:
40 +30
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
38
Man Def
Shield Icon 3.png
38
Monster Health
1,716 858 29
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +18
Refl: +18
Will: +18

Strong Against:

  • DR 15/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime)
  • ER 15/Common (Acid,  Cold,  Fire,  Lightning,  Sonic)
  • (Villain Role) Immunity (partial 7): Villains are immune to the first seven conditions applied to them during an encounter. If an eighth condition is applied to a villain, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Dragon 1) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
  • (Dragon 2) Immune (no effect): sonic (energy, common)
  • (Dragon 3) Immune (no effect): fear
  • Immune (no effect): Fire (energy, common)
  • Immune (no effect): Sonic (energy, common)
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+23
Sword Icon 3.png
Man Off
+26
Sword Icon 3.png
Action
5
Points

Standard Attack (Melee):

  • 1x Red-Fanged Bite +23 (5d10+37/x2)
    as crushing (physical, common)
    plus: Burned
  • 1x Reddened Claws +23 (5d6+14/x2)
    as slashing (physical, common)
    plus: Bleed 15

Full Attack (Melee):

  • 1x Red-Fanged Bite +23 (4d10+38/x2)
    as crushing (physical, common)
    plus: Burned
  • 2x Reddened Claws +23 (4d6+16/x2)
    as slashing (physical, common)
    plus: Bleed 15
  • 1x Jagged Red Tail +23 (4d10+38/x2)
    as bludgeoning (physical, common)
    affects all enemies in a 3x3 square area, plus: Bleed 15
  • 2x Red-Tinged Wings +23 (4d6+16/x2)
    as buffeting (physical, uncommon)
    affects all enemies in a 2x2 square area, plus: Burned

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage:

  • 1x Reddened Claws +25 (1d6+1)

Statistics

33
STR
29
DEX
31
CON
27
INT
27
WIS
25
CHA

Skills:

Languages: Draconic, High Draconic, Common, Ackakakl, Reave

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Addling Roar (Ex) Standard Action

As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This attack affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts 4d8+26 points of sonic (energy, common) damage. Addling Roar allows a Fort save versus a DC of 27 to take half damage.

Red Dragon Breath (Su) Standard Action

As a standard action, the dragon may emit a vast and deadly blast of white-hot flames. The Breath Weapon affects a 30 foot cone, and is fully three dimensional (a cube), so that it may, obviously, affect creatures flying in the air.

This breath weapon does 5d10+44 points of fire (energy, common) damage, and all enemies caught in it must make a Reflex save versus a DC of 27. Those who make their save take only half damage from the breath. Those who fail the save take full damage and gain the Burned status, which inflicts additional fire (energy, common) damage at the start of each of the burning creature's turns. Burned persists until the end of the encounter, the burning creature dies, the dragon which caused the Burn dies, or the creature uses a standard action to extinguish the flames.

Terrible Majesty (Su, Fear) Free Action 1/Rnd

Once per round as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of 27. Terrible Majesty requires line of sight, but does not require line of effect.

The first time an enemy creature is subjected to this effect, if it fails the save, it takes 4d8+26 points of psychic (energy, uncommon) damage, and receives the Trembling condition for the rest of the encounter. Furthermore, upon failing the save, a wispy Dragonborn Blazespawn with the minion role appears adjacent to the enemy creature. Those who succeed on the save take only half damage, and instead gain the Nervous condition until the end of their next turn, and no minion appears adjacent to them, although minions may still appear (see below).

Each subsequent use of terrible majesty after the first only creates new minions; it does not inflict damage nor any fear effects on any creature which has already made a saving throw (regardless of whether the save succeeded or failed) against that dragon's Terrible Majesty.

These Dragonborn Blazespawn with the minion role are made of solid fire, appearing out of the heat shimmers on the battlefield. They act autonomously on a separate initiative tick than their dragon, fervently expending their brief existences to destroy their dragon's enemies. They have all the powers and attacks and abilities of a Dragonborn Blazespawn, but only one hit point each. Note that these minions can survive the death of their dragon, and will keep right on attacking until they are destroyed.

The first time the dragon uses Terrible Majesty, the only upper limit on the number of minions possible is the number of characters who fail their saves, although it always summons a minimum of 4 minions. After the first use, Terrible Majesty can only summon a maximum of 4 minions total, and it does nothing unless there are fewer than 4 minions present. When used while there are fewer than 4 minions present, the ability summons a number of new minions sufficient to bring the total back to 4. However, the total is always brought back up to 4, even if all enemies succeed on their saving throws. In such a case, these unplaced minions appear anywhere on the map that is no closer than 15 feet from an enemy creature.

Neither the Trembling nor Nervous conditions caused by Terrible Majesty can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means.

Melee Mastery (Ex) Always On

Red dragons never provoke attacks of opportunity from enemies.

The Ember Smolders (Su) Auto Upon Death, Special

The second time a Red Dragon which has the Villain, Threat, or Legend role (or upon GM fiat) is killed in a battle, it emits a gigantic Death Scream as it collapses to the ground. All enemy creatures within 100 feet take 4d8+26 points of psychic (energy, uncommon) damage as the awful blackened soul of the beast gushes forth in a terrible boil of psychic flames. Affected creatures may make a Will save against a DC of 27 to take half damage, and then may proceed to loot the beast's hoard.

Optional: But even this is not the end! If any of the Red Dragon's Cult of Personality (see Out of Combat) survive, then after 1d10+1 days, one lucky member of that Cult finds themselves to be the blessed vessel for the monster's rebirth. Once the fiendish wyrm begins to regrow, it takes three days for it to regain its full strength. If allowed to return to life this way, the Dragon will resume its depredations, but it will harbor a long, slow-burning hatred in its black, fire-riddled heart for those who visited such indignities upon it. And it will begin to plot, and spy, and send minions to harass, and whisper words into the ears of enemies, and generally make itself a terrible, terrible nuisance. The only sure way to destroy a Red Dragon is to first hunt down and exterminate its entire Cult, root and branch, and then slay the beast on the piled corpses of its evil followers.

Indignant Response (Ex; Villain Role) Auto Upon Death

The first time a red dragon is reduced to zero or fewer hit points, as a triggered reaction, the dragon slams itself into the ground (or other surface, or just explodes in mid-air out of intolerable choler) with a thunderous impact, and a wave of roiling fire billows out in all directions 12 squares (60 feet) from the edges of the dragon's space. Those in this radius may make a reflex save, DC 27, or they take 4d8+26 points of fire (energy, common) damage and are pushed to an unoccupied space outside the radius and knocked Prone. While each space of a push must always be further away from the dragon, the dragon may choose exactly how each push is resolved as long as it follows the Push rules. Those who succeed on the save take only half damage, are pushed only 4 spaces, and are not knocked Prone.

In addition, the dragon immediately sheds any conditions it is suffering under, regains half its maximum health (858 hit points), and its initiative is reset to the current tick, interrupting the creature whose turn was used to drop the dragon to 0 or fewer hit points. Note that this nearly always results in the dragon acting twice in the round it is first reduced to zero hit points. Once the dragon completes its turn, the interrupted creature may complete its turn as though its initiative was immediately after the dragon, but they do not regain any actions used prior to the dragon's Indignant Response.

Surrounded By Idiots (Ex; Villain Role) Free Action 1/Rnd
Up to once per round as a free action during their turn, a Villain may summon four minions, placing them in any unblocked space the Villain can perceive, as long as the space is large enough for the minion to occupy without squeezing. Any time this special ability is used and the total number of summoned minions present would exceed eight, it only summons enough minions to bring the total to eight. Of course, any minion that is killed reduces the number of minions present...

Keep Your Friends Close (Ex; Villain Role) Immediate Action
Once per round as an immediate action, the Villain may apply all of the damage of a single attack just made against them to a single ally within 30 feet of their space, instead. The Villain takes no damage from the attack, and any secondary effects of the attack (such as status conditions) are resolved against the allied creature instead. This ability may never be used more than once per round. If the Villain has no allies within 30 feet, they cannot use this ability.

Alpha Assault (Ex; Villain Role) Always On
A Villain may expend up to two action points in the same round.
Common Red Dragon

Common Red Dragon

This creature possesses the Villain role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Villain role, but may be set to other roles if desired.

Red Dragons are the dragons everyone thinks of when they think of dragons. Red dragons are the quintessential dragon. They breathe fire, they are vicious, endlessly tough, intelligent, horrible opponents, and if a red dragon shows up, it is wise to give it whatever it wants before it decides to make the effort to take it for itself. Red dragons are unusual among many of their kin, in that their claws deal siege damage, which means they can rend the walls of a castle to dust as easily as rending flesh off bones. Red dragons are a calamitous force of nature, and if one decides to inhabit a spot near your town, you would be well-served to move.

Dragons are so different from every other creature that they have their own unique classification. They have four legs, although the front 'feet' are dexterous enough to serve quite well as hands. They also have two or more completely functional wings, and they are powerful and speedy fliers. They have a large and dexterous prehensile tail, and seeing a monster as big as a dragon hanging from a branch is a sight you will remember for the rest of your life, however long that might be.

Dragons are intelligent and terribly alien. What a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malign. Some rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to others. Most dragons, even those traditionally considered "good," are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary.

Dragons will hunt at great distances. Due to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their size. Rather than a blessing, this is a terrible curse upon the world, because things as awful as dragons should be rare, and, as the name "common red" might imply, they are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and have been known to kill an entire herd of cows to find the tastiest one, or rampage through an entire town looking for the prettiest maiden.

Dragons also have a tendency to 'play' with their food in most terrible ways. If you want to rescue that prettiest maiden, best to be quick about it. It is often speculated that dragons are deliberately wretched in their behavior, in order to force would-be dragon-slayers into action 'before they're ready', and so increase the dragon's long-term safety. Indeed, many dragons are far too intelligent and clever for their own good. There are hundreds of stories of adventurers taunting dragons into foolish actions, and it is true that, in a battle, it is hard for a dragon to take any 'lesser' race seriously. In a dragon's mind, the only creatures worthy of consideration, much less respect, are other dragons.

The world belongs to the dragons. The rest of us just live here.

Dragons tend to be categorized into loose species-groups based upon their physical appearance and traits. Most common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragons. Other species groups exist, such as the earth dragons (brown, gray, yellow, and ocher), the spirit dragons (force, prismatic, empyrean, and tellurian) the gem dragons (crystal, onyx, jade, sapphire, ruby and amber), the drifting dragons (cloud, mist, shadow, sand, and dust), and the tempered dragons (iron, steel, mithril and adamant), to name the most common. In addition there are many odd dragons which defy categorization, such as coiled dragons, nested dragons, radiant dragons, sea dragons, celestial dragons, star dragons, moon dragons, sun dragons, fairy dragons, and many, many more besides.

While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. Red dragons, for example, tend to have iridescent scales which shimmer through all the colors of red, orange and yellow depending on the available light. But in all cases, they are strongly associated with the powers of fire.

Red dragon lairs tend to be elaborately decorated, often resembling a finely appointed temple to a god. They enjoy many comforts and vices, and also enjoy influencing the affairs of nearby nations and peoples. They have been known to take on worshipers as though they were truly deific, though reports of clerics of specific dragons being capable of casting spells or invoking the dragon's holy power are unconfirmed.

Combat Tactics

In general, the red dragon's plan is to set everyone on fire and then beat the hell out of them. To complicate things, red dragons prefer to attack in areas of darkness and/or smoke, relying on their bursts of flames (and their darkvision and possibly cloudsense, if they are mighty enough) to hinder their opponents with no repercussions to the dragon. Even worse, they use their Terrible Majesty to spawn a steady flood of minions who are terribly mobile, and made even more so by every dragon breath they breathe forth.

On the first round, the dragon will spend an action point to breathe on as many targets as they can, order their minions to position themselves for flanks or harry the back ranks of the attackers, and then close to melee. On the following round, the dragon will use their remaining action point for an addling roar, and then perform a full attack action, again placing minions to bottle up their enemies, set up flanks, harry and harass, and generally be a right mess. Red dragons love to scrap toe-to-toe with their foes, but will also take full advantage of their Melee mastery to move about the field of battle any time things start to set up unfavorably. Due to their size, red dragons can step over or through sized-medium (and smaller) creatures without worrying about squeezing or even finding unoccupied spaces to end their moves.

After their Indignant Response, they will frequently take to the air, their powerful wings letting them fly with fluid ease, and pour down fire and addling roars upon any foes who survive. If they are completely defeated, then in any subsequent battles after the smoldering ember brings them back, they will know their foes, and will be much, much more sneaky and vicious in their counterattack. Almost the worst thing you can do is defeat a Red Dragon, and fail to crush every last Ember.

Out of Combat

Red Dragons are the very definition of arrogant megalomania. Indeed, they almost always have their very own Cult of Personality, the core of which is a considerable cadre of Dragonborn Blazespawn. Around the loyal Dragonborn the creature will seek to gather up more and more worshipers, reveling in their doting attention, and indeed, large and well-established Dragon Cults are religions in fact, with the worship of the Wyrm allowing it to gift profane power to the lesser fiends that grovel in its red-lit shadow.

Such Cults can have long tentacles indeed, with thousand of innocents caught up in their webs of intrigue. Perhaps even worse, once a Red Dragon has established it Cult, it becomes nigh-unkillable! Like some nightmarish beast of legend, as long as even one Cultist retains true faith in the wyrm, the beast can plant itself in the mind of one of its true believers 1d10+1 days after its defeat. It takes three days to grow back to full power, during which time the nascent beast has the same stats as a Dragonborn Blazespawn.

There have been many tales of heroes who have slain a Red Dragon, followed by days, even weeks, of frantic hunts as they sought out and purged every last Ember of the dragon's Cult.

Sometimes, the heroes even succeed...

Die Another Day (Villain Role)

Villains often live to fight another day. In most encounters, a villain shouldn't even be present. However, in those encounters that include villains, GM's should strive to set up the fight in a way that the PC's can achieve victory without actually needing kill the villain. This can include saving imperiled civilians from some dastardly trap, stopping a horrible ritual, or retrieving the McGuffin before the villain can, etc. GM's are cautioned that having a villain escape 'just because' is often very frustrating for players. However, if they escape because the players were busy doing something else, that's usually seen as reasonable.

Rewards

XP: 204,800 (Villain role included.)

Treasure: Sellable Goods worth 160,625 gp. (Villain role and Dragon bonus included, which is 5 greater than normal for this CR.)

Weight: 600 lbs.     Volume: 24 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 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)