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Revision as of 20:09, 12 July 2019

Blazespawn Dragonborn Minion

Blazespawn Dragonborn Minion (MinionCR 15)

Neutral Evil - Medium - Monstrous Humanoid (Dragon)
Dragonborn Blazebrothers are the henchmen for the red dragons. They may be used as standalone monsters, although the presence of a Dragon improves them greatly.
Where the Dragonborn come from is a mystery. Are they young dragons? Are they degenerate humanoids, corrupted by dragon magics to the draconian ideal? Are they a slave or servant race which lives in secret enclaves?
No one knows. All that is known for sure is, more often than not, where there are dragons, there are often dragonborn.


Lore Check: Know (Nature) (Basic: DC 30; Full: DC 45)
Init: +30
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft.
Passive Perception: 37 (Spot: +27, req's move action)


AC: 37
Maneuver Defense (MD): 39
Hit Points: 1 (Minion role included)    (Bloodied Value: 0)    Hit Dice: 29
Fort: +18    Refl: +14    Will: +14
Special Defenses:
  • ER 30/Sonic
Strong Against:
  • (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
Weak Against:


Movement Types: Walk 30 ft., Lesser Flight 120 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Fiery Saber +24 (3d8+16/19-20 x2) as (undefined damage type); plus Burned
Full Attack:
  • 3x Fiery Saber +24 (3d8+16/19-20 x2) as (undefined damage type); plus Burned
Standard Ranged:
  • 1x Burning Careen +24 (3d8+16/19-20 x2) as (undefined damage type) (Increment: 30 ft.; Max Range: 150 ft.) ; Deceptive (target flat-footed vs. first attack), plus Burned
Full Ranged:
  • 3x Burning Careen +24 (3d8+16/19-20 x2) as (undefined damage type) (Increment: 30 ft.; Max Range: 150 ft.) ; Deceptive (target flat-footed vs. first attack), plus Burned
Maneuver Offense: +24
Siege Damage: Not siege capable
Special Attacks: Dragontouched, Dragonborne
Action Points: 0 (Minion role included)


Str: 22    Dex: 18    Con: 20    Int: 15    Wis: 14    Cha: 16
Feats: Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Languages: Draconic, Common

Special Abilities

Buffs and Heals (Ex; Minion Reminder 1)

Minions never gain temp hit points or healing, although both count as a buff. If a minion receives any buff, at all, it gains a +2 untyped bonus to all types of Armor Class and a +2 untyped bonus on all saving throws. This is instead of the normal effects of the buff. Buffs on minions never stack. The duration of any buff is equal to the normal duration of the buff. Minions can never start a combat with a preexisting buff.

Packed Like Sardines (Ex; Minion Reminder 2)

Minions are able to squeeze into a space normally only accessible by someone of 1 size category smaller than themselves with no penalties. This means that up to two size medium minions may occupy the same 5-foot square without penalty.

One Hit Point (Ex; Minion Reminder 3)

Minions only have 1 hit point, but it is special. Killing a minion requires either the attacker to succeed on a to-hit roll, or the minion to fail on a saving throw roll. Even then, if the minion is able to successfully mitigate all of the damage with its defenses (such as DR or ER), they live anyway. Minions NEVER take damage from misses or from a successful saving throw against a spell or effect, even of that spell or effect would normally deal partial damage on a successful save.
Always-hit spells (which have no to-hit roll, and no save, such as Magic Missile or the Fog spells) are counted as spells which allow a save. If the save is failed, the minion dies. If the save is successful, the minion lives. Unless the spell or effect specifies otherwise, the saving throw is resolved against the minion's strongest save.
Note that making a caster level check to overcome a Minion's SR (if any) is NOT counted as a successful roll against a minion and can never kill it.

Dragontouched (Ex)

Blazespawn Dragonborn are immune to fire damage and get ER against a dragon's terrible roars. All of their weapons are wreathed in fire if they wish them to be (free action to light or extinguish the fire) and if they attack with their burning weapons, any victims struck gain the Burned condition until the end of the encounter. Even worse, they gain a +1 to-hit against any creature suffering from the Burned condition.

Dragonborne (Su)

Whenever a Blazespawn is able to perceive a dragon's breath weapon which does fire damage, they may, as a triggered free action, teleport, as Lesser Teleport, up to 60 feet as long as they end the teleport inside the area of effect of the dragon's breath.

Combat Tactics

The primary role of the Dragonborn Blazespawn in combat is to apply endless, unrelenting pressure on the enemies of their dragon. They will teleport into every breath weapon as the dragon attacks, flanking any victims caught in the breath. Failing that, they will use the dragon's breath to close with enemies, attacking with fiery balls of solid flame and their fiery swords, charging to the attack if they must but preferring to spread their deceptive attacks around their enemies. if they can, they will set up flanks for their dragon, or use their tremendous fly speed to dart to the rear of any encounter and attack any support or ranged attackers.
The Blazespawn also have combat reflexes, enabling them to provide significant disincentive for foes to attempt to move past them. As a result, they often leave gaps in their own lines (if there is more than one present) to enable such foolishness.

Out of Combat

Blazespawn are the hard, zealous core believers of a Red Dragon's personal Church. Their fanatical belief in their dragon is unshakable, and every one of them secretly hopes that if some foe manages to overcome their dragon, by some vile trickery, that THEY will be the one to grow into the next incarnation of the Great Beast.


XP: 12,800 (Minion role included.)
Treasure: Sellable Goods worth 8,031 gp.
Weight: 160 lbs.     Volume: 6 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)