Kryx RPGThemesMonsters

White Guard Drake

Medium dragon
Challenge
2

STR
3
DEX
2
CON
3
INT
−3
WIS
0
CHA
−2

52
7d8+21
18
Soak
1
Fort
+4
Ref
+3
Will
−1
Defense note natural armor
Damage resistances cold

Speed 5 m., burrow 4 m., climb 5 m.
Skills Insight +0 (11), Perception +2 (13)
Senses darkvision 10 m.
Languages understands Draconic but can’t speak it

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 7 (1d8 + 3) piercing damage.

Tail (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 6 (1d6 + 3) bludgeoning damage.

Arctic, Urbanvgtm

Maneuvers

As an action, you can make a melee weapon attack with advantage against a creature that is below half its health. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.