LEGEND's 13 Halloween Builds: 13. TOOTH FAIRY

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legend
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BLACK DRAGON (Young) (PL 6)

Post by legend » Mon Jun 04, 2012 8:01 am

Image
STR 2, STA 2, AGL 0, DEX 0, FGT 5, INT 0, AWE 1, PRE 0
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 5 • 5 points
Natural Attacks: Array (6 points) • 8 points
• Breath Weapon: Line Area Acid Damage 6, Unreliable (5 uses) • 6 points
• Bite: Strength-based Piercing Damage 3 • 1 point
• Claws: Strength-based Slashing Damage 1, Improved Critical • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Languages 1 (Draconic), Move-By Action, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 4 (+6), Close Combat: Unarmed 2 (+7), Expertise: Magic 4 (+4), Insight 4 (+5), Intimidation 4 (+4), Investigation 4 (+4), Perception 4 (+5), Persuasion 4 (+4), Sleight of Hand 4 (+4), Stealth 4 (+4)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 6
Bite +7, Close, Damage 5
Claws +7, Close, Damage 3 (Crit 19-20)
Defenses: Dodge 4, Parry 5, Will 5, Fortitude 6, Toughness 7
Power Points: Abilities 20 + Powers 43 + Advantages 5 + Skills 19 + Defenses 12 = 99
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
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Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Juvenile) (PL 8)

Post by legend » Mon Jun 04, 2012 8:01 am

Image
STR 3, STA 2, AGL 0, DEX 0, FGT 7, INT 0, AWE 1, PRE 0
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 8 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 7 • 7 points
Natural Attacks: Array (8 points) • 10 points
• Breath Weapon: Line Area Acid Damage 8, Unreliable (5 uses) • 8 points
• Bite: Strength-based Piercing Damage 3 • 1 point
• Claws: Strength-based Slashing Damage 1, Improved Critical • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 5 (+8), Close Combat: Unarmed 2 (+9), Expertise: Magic 4 (+4), Insight 4 (+5), Intimidation 4 (+4), Investigation 4 (+4), Perception 4 (+5), Persuasion 4 (+4), Sleight of Hand 4 (+4), Stealth 5 (+5)
Offenses:
Initiative +4
Darkness -, Burst Area 2, Concealment Attack 4
Breath Weapon -, Line Area, Damage 8
Bite +9, Close, Damage 6
Claws +9, Close, Damage 4 (Crit 19-20)
Defenses: Dodge 5, Parry 7, Will 7, Fortitude 8, Toughness 9
Power Points: Abilities 26 + Powers 55 + Advantages 6 + Skills 20 + Defenses 17 = 124
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
Superhero
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Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Young Adult) (PL 9)

Post by legend » Mon Jun 04, 2012 8:01 am

Image
STR 3, STA 3, AGL 0, DEX 0, FGT 8, INT 1, AWE 2, PRE 1
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 8 points
Frightful Presence: Perception Area Affliction 5 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 25 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 8 • 8 points
Natural Attacks: Array (18 points) • 22 points
• Breath Weapon: Line Area 2 Acid Damage 9, Unreliable (5 uses) • 18 points
• Bite: Strength-based Piercing Damage 4 • 1 point
• Claws: Strength-based Slashing Damage 2, Improved Critical • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 4 • 1 point
• Wings: Strength-based Bludgeoning Damage 1 • 1 point
Size: Growth 2, Permanent, Innate • 5 points
Sorcerer Spells: Array (6 points) • 13 points
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 6 points
• Charm Person: Perception Ranged Affliction 2 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Dancing Lights: Visual Illusion 1, Continuous, Independent, Limited to lanterns or torches • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 1 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Missile: Perception Ranged Damage 1 • 1 point
• Mending: Ranged Healing 2, Limited to Objects, Diminshed Range 3 • 1 point
• Prestidigitation Feature 1 (minor Illusions) • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 8 (+11), Close Combat: Unarmed 2 (+10), Expertise: Magic 4 (+5), Insight 4 (+6), Intimidation 4 (+6), Investigation 4 (+5), Perception 4 (+6), Persuasion 4 (+5), Sleight of Hand 4 (+4), Stealth 6 (+4)
Offenses:
Initiative +4
Darkness -, Burst Area 2, Concealment Attack 4
Breath Weapon -, Line Area, Damage 9
Bite +10, Close, Damage 7
Claws +10, Close, Damage 5 (Crit 19-20)
Tail Slap +10, Close, Damage 7
Wings +10, Close, Damage 4
Sorcerer Spells, Varies, Varies
Defenses: Dodge 6, Parry 7, Will 8, Fortitude 9, Toughness 11
Power Points: Abilities 28 + Powers 141 + Advantages 7 + Skills 22 + Defenses 19 = 217
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Adult) (PL 10)

Post by legend » Mon Jun 04, 2012 8:02 am

Image
STR 4, STA 4, AGL 0, DEX 0, FGT 9, INT 1, AWE 2, PRE 1
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 6 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 30 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 8 • 8 points
Natural Attacks: Array (20 points) • 24 points
• Breath Weapon: Line Area 2 Acid Damage 10, Unreliable (5 uses) • 20 points
• Bite: Strength-based Piercing Damage 4 • 1 point
• Claws: Strength-based Slashing Damage 2, Improved Critical • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 4 • 1 point
• Wings: Strength-based Bludgeoning Damage 1 • 1 point
Size: Growth 4, Permanent, Innate • 9 points
Sorcerer Spells: Array (12 points) • 21 points
• Hypnotism: Perception Ranged Burst Area Affliction 3 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 12 points
• Charm Person: Perception Ranged Affliction 4 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Dancing Lights: Visual Illusion 3, Continuous, Independent, Limited to lanterns or torches • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Missile: Perception Ranged Damage 4, Split 2 • 1 point
• Mending: Ranged Healing 3, Limited to Objects, Diminshed Range 3 • 1 point
• Prestidigitation Feature 1 (minor Illusions) • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 3 (Resisted by Fortitude) • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (27 points) • 28 points
• Corrupt Water: Ranged Transform 9 (liquids containing water become fouled), Permanent, Unreliable (5 uses) • 27 points
• Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 9 (+13), Close Combat: Unarmed 2 (+11), Expertise: Magic 5 (+6), Insight 5 (+7), Intimidation 5 (+8), Investigation 5 (+6), Perception 5 (+7), Persuasion 5 (+6), Sleight of Hand 5 (+5), Stealth 6 (+2)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 10
Bite +11, Close, Damage 8
Claws +11, Close, Damage 6 (Crit 19-20)
Tail Slap +11, Close, Damage 8
Wings +11, Close, Damage 5
Sorcerer Spells, Varies, Varies
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 6, Parry 8, Will 9, Fortitude 10, Toughness 12
Power Points: Abilities 26 + Powers 180 + Advantages 8 + Skills 26 + Defenses 22 = 262
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Last edited by legend on Mon Jun 04, 2012 8:13 am, edited 1 time in total.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Mature Adult) (PL 12)

Post by legend » Mon Jun 04, 2012 8:02 am

Image
STR 5, STA 5, AGL 0, DEX 0, FGT 11, INT 2, AWE 2, PRE 2
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 7 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 35 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 9 • 9 points
Natural Attacks: Array (24 points) • 29 points
• Breath Weapon: Line Area 2 Acid Damage 12, Unreliable (5 uses) • 24 points
• Bite: Strength-based Piercing Damage 5 • 1 point
• Claws: Strength-based Slashing Damage 3, Improved Critical • 1 point
• Crush: Burst Area Strength-based Bludgeoning Damage 6, Limited to creatures at least 1 size rank smaller • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 5 • 1 point
• Wings: Strength-based Bludgeoning Damage 2 • 1 point
Size: Growth 5, Permanent, Innate • 11 points
Sorcerer Spells: Array (23 points) • 37 points
• Alter Self: Morph 3 (Humanoid), Increased Action 2 Linked to Variable 2 (10 points) for assumed form's traits (size, extra limbs, movement capabilities (burrowing, swimming, and flight with wings, natural armor, and natural weapons) • 23 points
• Charm Person: Perception Ranged Affliction 6 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Dancing Lights: Visual Illusion 5, Continuous, Independent, Limited to lanterns or torches • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Detect Thoughts: Mind Reading 5, Effortless, Limited to Surface Thoughts, Subtle; Senses 2 (Detect Minds, Acute, Ranged) • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 5 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Locate Object: Senses 8 (Detect Object, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor (well-known or clearly visualized object) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Missile: Perception Ranged Damage 6, Split 3 • 1 point
• Mending: Ranged Healing 5, Limited to Objects, Diminshed Range 3 • 1 point
• Prestidigitation Feature 1 (minor Illusions) • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 5 (Resisted by Fortitude) • 1 point
• See Invisibility: Senses 2 (Counters Invisibility), Dimensional (Ethereal) • 1 point
• Ventriloquism: Auditory Illusion 6, Limited to normal voice or any sound that you can normally make • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (27 points) • 28 points
• Corrupt Water: Ranged Transform 9 (liquids containing water become fouled), Permanent, Unreliable (5 uses) • 27 points
• Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Favored Environment (Swamp), Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 12 (+17), Close Combat: Unarmed 3 (+14), Expertise: Magic 6 (+8), Insight 6 (+8), Intimidation 6 (+10), Investigation 6 (+8), Perception 7 (+9), Persuasion 6 (+8), Sleight of Hand 6 (+6), Stealth 6 (+1)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 12
Bite +14, Close, Damage 10
Claws +14, Close, Damage 8 (Crit 19-20)
Crush -, Burst Area, Damage 11
Tail Slap +14, Close, Damage 10
Wings +14, Close, Damage 7
Sorcerer Spells, Varies, Varies
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 7, Parry 9, Will 11, Fortitude 12, Toughness 14
Power Points: Abilities 34 + Powers 209 + Advantages 9 + Skills 32 + Defenses 27 = 310
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Old) (PL 13)

Post by legend » Mon Jun 04, 2012 8:03 am

Image
STR 6, STA 6, AGL 0, DEX 0, FGT 12, INT 2, AWE 2, PRE 2
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 9 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 45 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 9 • 9 points
Natural Attacks: Array (26 points) • 31 points
• Breath Weapon: Line Area 2 Acid Damage 13, Unreliable (5 uses) • 26 points
• Bite: Strength-based Piercing Damage 5 • 1 point
• Claws: Strength-based Slashing Damage 3, Improved Critical • 1 point
• Crush: Burst Area Strength-based Bludgeoning Damage 6, Limited to creatures at least 1 size rank smaller • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 5 • 1 point
• Wings: Strength-based Bludgeoning Damage 2 • 1 point
Size: Growth 6, Permanent, Innate • 13 points
Sorcerer Spells: Array (37 points) • 56 points
• Alter Self: Morph 3 (Humanoid), Increased Action 2 Linked to Variable 4 (20 points) for assumed form's traits (size, extra limbs, movement capabilities (burrowing, swimming, and flight with wings, natural armor, and natural weapons) • 37 points
• Arcane Sight: Senses 5 (Magic Awareness, Accurate, Acute, Extended) • 5 points
• Charm Person: Perception Ranged Affliction 8 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Dancing Lights: Visual Illusion 7, Continuous, Independent, Limited to lanterns or torches • 1 point
• Deep Slumber: Perception Ranged Burst Area Affliction 7 (Resisted by Will; Fatigued, Exhausted, Asleep), Selective • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Detect Thoughts: Mind Reading 7, Effortless, Limited to Surface Thoughts, Subtle; Senses 2 (Detect Minds, Acute, Ranged) • 1 point
• Dispel Magic: Perception Ranged Nullify Magic 7, Broad, Simultaneous, Precise • 1 point
• Gust of Wind: Line Area Move Object 7, Close, Limited direction • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 7 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Locate Object: Senses 8 (Detect Object, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor (well-known or clearly visualized object) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Missile: Perception Ranged Damage 8, Split 4 • 1 point
• Mending: Ranged Healing 7, Limited to Objects, Diminshed Range 3 • 1 point
• Prestidigitation Feature 1 (minor Illusions) • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 7 (Resisted by Fortitude) • 1 point
• See Invisibility: Senses 2 (Counters Invisibility), Dimensional (Ethereal) • 1 point
• Tongues: Comprehend 2 (Speak & Understand Languages) • 1 point
• Ventriloquism: Auditory Illusion 8, Limited to normal voice or any sound that you can normally make • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (27 points) • 29 points
• Corrupt Water: Ranged Transform 9 (liquids containing water become fouled), Permanent, Unreliable (5 uses) • 27 points
• Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 1 point
• Plant Growth: Perception Ranged Burst Area 2 Affliction 5 (Resisted by Dodge; Hindered), Selective, Limited Degree 2, Permanent, Unreliable (5 uses) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Fast Grab, Favored Environment (Swamp), Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 13 (+19), Close Combat: Unarmed 3 (+15), Expertise: Magic 7 (+9), Insight 7 (+9), Intimidation 7 (+12), Investigation 7 (+9), Perception 7 (+9), Persuasion 7 (+9), Sleight of Hand 7 (+7), Stealth 7 (+1)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 13
Bite +15, Close, Damage 11
Claws +15, Close, Damage 9 (Crit 19-20)
Crush -, Burst Area, Damage 12
Tail Slap +15, Close, Damage 11
Wings +15, Close, Damage 8
Sorcerer Spells, Varies, Varies
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 7, Parry 11, Will 12, Fortitude 13, Toughness 15
Power Points: Abilities 36 + Powers 243 + Advantages 10 + Skills 36 + Defenses 29 = 354
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Very Old) (PL 15)

Post by legend » Mon Jun 04, 2012 8:04 am

Image
STR 7, STA 7, AGL 0, DEX 0, FGT 13, INT 3, AWE 3, PRE 3
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 11 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 55 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 10 • 10 points
Natural Attacks: Array (30 points) • 35 points
• Breath Weapon: Line Area 2 Acid Damage 15, Unreliable (5 uses) • 30 points
• Bite: Strength-based Piercing Damage 5 • 1 point
• Claws: Strength-based Slashing Damage 3, Improved Critical • 1 point
• Crush: Burst Area Strength-based Bludgeoning Damage 6, Limited to creatures at least 1 size rank smaller • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 5 • 1 point
• Wings: Strength-based Bludgeoning Damage 2 • 1 point
Size: Growth 7, Permanent, Innate • 15 points
Sorcerer Spells: Array (51 points) • 76 points
• Alter Self: Morph 3 (Humanoid), Increased Action 2 Linked to Variable 6 (30 points) for assumed form's traits (size, extra limbs, movement capabilities (burrowing, swimming, and flight with wings, natural armor, and natural weapons) • 51 points
• Arcane Sight: Senses 5 (Magic Awareness, Accurate, Acute, Extended) • 5 points
• Charm Person: Perception Ranged Affliction 10 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Confusion: Perception Ranged Affliction Burst Area 9 (Resisted by Will; Dazed, Stunned, Controlled), Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature), Insidious • 1 point
• Dancing Lights: Visual Illusion 9, Continuous, Independent, Limited to lanterns or torches • 1 point
• Deep Slumber: Perception Ranged Burst Area Affliction 9 (Resisted by Will; Fatigued, Exhausted, Asleep), Selective • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Detect Thoughts: Mind Reading 9, Effortless, Limited to Surface Thoughts, Subtle; Senses 2 (Detect Minds, Acute, Ranged) • 1 point
• Dispel Magic: Perception Ranged Nullify Magic 9, Broad, Simultaneous, Precise • 1 point
• Gust of Wind: Line Area Move Object 9, Close, Limited direction • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 9 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Locate Creature: Senses 8 (Detect Creature, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor 2 (specific kind of creature or a specific creature known) • 1 point
• Locate Object: Senses 8 (Detect Object, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor (well-known or clearly visualized object) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Circle Against Good: Burst Area Affliction 9 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Good descriptor entering burst area, Limited degree • 1 point
• Magic Circle Against Law: Burst Area Affliction 9 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Lawful descriptor entering burst area, Limited degree • 1 point
• Magic Missile: Perception Ranged Damage 10, Split 5 • 1 point
• Mending: Ranged Healing 9, Limited to Objects, Diminshed Range 3 • 1 point
• Prestidigitation Feature 1 (minor Illusions) • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 9 (Resisted by Fortitude) • 1 point
• Scrying: Remote Sensing 21 (Visual, Mental, Auditory), Dimensional 3, No Conduit, Resistible (Will) • 1 point
• See Invisibility: Senses 2 (Counters Invisibility), Dimensional (Ethereal) • 1 point
• Shout: Cone Area Damage 9 Lined to Cone Area Affliction 9 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to hearing • 1 point
• Tongues: Comprehend 2 (Speak & Understand Languages) • 1 point
• Ventriloquism: Auditory Illusion 10, Limited to normal voice or any sound that you can normally make • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (27 points) • 29 points
• Corrupt Water: Ranged Transform 9 (liquids containing water become fouled), Permanent, Unreliable (5 uses) • 27 points
• Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 1 point
• Plant Growth: Perception Ranged Burst Area 2 Affliction 5 (Resisted by Dodge; Hindered), Selective, Limited Degree 2, Permanent, Unreliable (5 uses) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Fast Grab, Favored Environment (Swamp), Improved Grab, Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 13 (+20), Close Combat: Unarmed 4 (+17), Expertise: Magic 7 (+10), Insight 7 (+10), Intimidation 7 (+13), Investigation 7 (+10), Perception 8 (+11), Persuasion 7 (+10), Sleight of Hand 7 (+7), Stealth 9 (+2)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 15
Bite +17, Close, Damage 12
Claws +17, Close, Damage 10 (Crit 19-20)
Crush -, Burst Area, Damage 13
Tail Slap +17, Close, Damage 12
Wings +17, Close, Damage 9
Sorcerer Spells, Varies, Varies
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 8, Parry 12, Will 14, Fortitude 15, Toughness 17
Power Points: Abilities 44 + Powers 280 + Advantages 11 + Skills 38 + Defenses 33 = 406
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
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Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Ancient) (PL 16)

Post by legend » Mon Jun 04, 2012 8:04 am

Image
STR 8, STA 8, AGL 0, DEX 0, FGT 14, INT 3, AWE 3, PRE 3
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 13 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 65 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 11 • 11 points
Natural Attacks: Array (32 points) • 37 points
• Breath Weapon: Line Area 2 Acid Damage 16, Unreliable (5 uses) • 32 points
• Bite: Strength-based Piercing Damage 5 • 1 point
• Claws: Strength-based Slashing Damage 3, Improved Critical • 1 point
• Crush: Burst Area Strength-based Bludgeoning Damage 6, Limited to creatures at least 1 size rank smaller • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 5 • 1 point
• Wings: Strength-based Bludgeoning Damage 2 • 1 point
Size: Growth 8, Permanent, Innate • 17 points
Sorcerer Spells: Array (65 points) • 93 points
• Alter Self: Morph 3 (Humanoid), Increased Action 2 Linked to Variable 8 (40 points) for assumed form's traits (size, extra limbs, movement capabilities (burrowing, swimming, and flight with wings, natural armor, and natural weapons) • 65 points
• Arcane Sight: Senses 5 (Magic Awareness, Accurate, Acute, Extended) • 1 point
• Bestow Curse: Affliction 11 (Resisted by Will; Impaired, Disabled), Progressive, Limited Degree, Permanent, Insidious, Subtle • 1 point
• Charm Person: Perception Ranged Affliction 12 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Confusion: Perception Ranged Affliction Burst Area 11 (Resisted by Will; Dazed, Stunned, Controlled), Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature), Insidious • 1 point
• Deep Slumber: Perception Ranged Burst Area Affliction 11 (Resisted by Will; Fatigued, Exhausted, Asleep), Selective • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Detect Thoughts: Mind Reading 11, Effortless, Limited to Surface Thoughts, Subtle; Senses 2 (Detect Minds, Acute, Ranged) • 1 point
• Dispel Magic: Perception Ranged Nullify Magic 11, Broad, Simultaneous, Precise • 1 point
• Dominate Person: Perception Ranged Affliction 11 (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Limited to creatures with the Humanoid descriptor, Mental Link, Subtle • 1 point
• Feeblemind: Perception Ranged Weaken Mental Abilities 9 (Resisted by Will), Broad, Simultaneous, Progressive • 1 point
• Gust of Wind: Line Area Move Object 11, Close, Limited direction • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 11 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Invisibility, Greater: Visual Concealment 4, Affects Others • 1 point
• Locate Creature: Senses 8 (Detect Creature, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor 2 (specific kind of creature or a specific creature known) • 1 point
• Locate Object: Senses 8 (Detect Object, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor (well-known or clearly visualized object) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Circle Against Good: Burst Area Affliction 11 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Good descriptor entering burst area, Limited degree • 1 point
• Magic Circle Against Law: Burst Area Affliction 11 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Lawful descriptor entering burst area, Limited degree • 1 point
• Magic Missile: Perception Ranged Damage 12, Split 6 • 1 point
• Mending: Ranged Healing 11, Limited to Objects, Diminshed Range 3 • 1 point
• Persistent Image: Illusion 10 (All Senses), Independent • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 11 (Resisted by Fortitude) • 1 point
• Scrying: Remote Sensing 21 (Visual, Mental, Auditory), Dimensional 3, No Conduit, Resistible (Will) • 1 point
• See Invisibility: Senses 2 (Counters Invisibility), Dimensional (Ethereal) • 1 point
• Sending: Auditory Communication 4, Subtle 2 • 1 point
• Shout: Cone Area Damage 11 Lined to Cone Area Affliction 11 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to hearing • 1 point
• Tongues: Comprehend 2 (Speak & Understand Languages) • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (27 points) • 30 points
• Corrupt Water: Ranged Transform 9 (liquids containing water become fouled), Permanent, Unreliable (5 uses) • 27 points
• Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 1 point
• Insect Plague: Perception Ranged Damage 4, Sustained, Unreliable (5 uses) Linked to Perception Ranged Affliction 4 (Resisted by Fortitude; Dazed), Sustained, Limited Degree 2, Unreliable (5 uses) • 1 point
• Plant Growth: Perception Ranged Burst Area 2 Affliction 5 (Resisted by Dodge; Hindered), Selective, Limited Degree 2, Permanent, Unreliable (5 uses) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Fast Grab, Favored Environment (Swamp), Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 14 (+22), Close Combat: Unarmed 4 (+18), Expertise: Magic 8 (+11), Insight 8 (+11), Intimidation 8 (+15), Investigation 8 (+11), Perception 8 (+11), Persuasion 8 (+11), Sleight of Hand 8 (+8), Stealth 10 (+2)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 16
Bite +18, Close, Damage 13
Claws +18, Close, Damage 11 (Crit 19-20)
Crush -, Burst Area, Damage 14
Tail Slap +18, Close, Damage 13
Wings +18, Close, Damage 10
Sorcerer Spells, Varies, Varies
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 9, Parry 13, Will 15, Fortitude 16, Toughness 19
Power Points: Abilities 46 + Powers 313 + Advantages 12 + Skills 42 + Defenses 36 = 449
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
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Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Wyrm) (PL 17)

Post by legend » Mon Jun 04, 2012 8:05 am

Image
STR 9, STA 9, AGL 0, DEX 0, FGT 15, INT 3, AWE 3, PRE 3
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 14 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 70 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 11 • 11 points
Natural Attacks: Array (34 points) • 40 points
• Breath Weapon: Line Area 2 Acid Damage 17, Unreliable (5 uses) • 34 points
• Bite: Strength-based Piercing Damage 6 • 1 point
• Claws: Strength-based Slashing Damage 4, Improved Critical • 1 point
• Crush: Burst Area Strength-based Bludgeoning Damage 7, Limited to creatures at least 1 size rank smaller • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 6 • 1 point
• Tail Sweep: Cone Area Strength-based Bludgeoning Damage 5, Limited to creatures at least 1 size rank smaller Linked to Cone Area Affliction 14 (Resisted by Fortitude; Vulnerable, Prone), Instant Recovery, Limited Degree, Limited to creatures at least 1 size rank smaller • 1 point
• Wings: Strength-based Bludgeoning Damage 3 • 1 point
Size: Growth 9, Permanent, Innate • 19 points
Sorcerer Spells: Array (72 points) • 106 points
• Alter Self: Morph 3 (Humanoid), Increased Action 2 Linked to Variable 9 (45 points) for assumed form's traits (size, extra limbs, movement capabilities (burrowing, swimming, and flight with wings, natural armor, and natural weapons) • 72 points
• Arcane Sight: Senses 5 (Magic Awareness, Accurate, Acute, Extended) • 1 point
• Baleful Polymorph: Perception Ranged Affliction 13 (Resisted by Fortitude; Transformed), Limited to third degree, Permanent, Quirk 3 (Gaseous Creatures, Incorporeal Creatures, and Shapechangers are immune) • 1 point
• Bestow Curse: Affliction 13 (Resisted by Will; Impaired, Disabled), Progressive, Limited Degree, Permanent, Insidious, Subtle • 1 point
• Charm Person: Perception Ranged Affliction 14 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Confusion: Perception Ranged Affliction Burst Area 13 (Resisted by Will; Dazed, Stunned, Controlled), Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature), Insidious • 1 point
• Deep Slumber: Perception Ranged Burst Area Affliction 13 (Resisted by Will; Fatigued, Exhausted, Asleep), Selective • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Detect Thoughts: Mind Reading 13, Effortless, Limited to Surface Thoughts, Subtle; Senses 2 (Detect Minds, Acute, Ranged) • 1 point
• Dismissal: Perception Ranged Movement Attack 3 (Resisted by Will; Dimension Travel), Increased DC 10, Limited to extraplanar creatures • 1 point
• Dispel Magic, Greater: Perception Ranged Nullify Magic 13, Broad, Effortless, Simultaneous, Precise • 1 point
• Displacement: Concealment 10, Quirk (attackers know the right area to target) • 1 point
• Dominate Person: Perception Ranged Affliction 13 (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Limited to creatures with the Humanoid descriptor, Mental Link, Subtle • 1 point
• Feeblemind: Perception Ranged Weaken Mental Abilities 10 (Resisted by Will), Broad, Simultaneous, Progressive • 1 point
• Gust of Wind: Line Area Move Object 13, Close, Limited direction • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 13 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Invisibility, Greater: Visual Concealment 4, Affects Others • 1 point
• Locate Creature: Senses 8 (Detect Creature, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor 2 (specific kind of creature or a specific creature known) • 1 point
• Locate Object: Senses 8 (Detect Object, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor (well-known or clearly visualized object) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Circle Against Good: Burst Area Affliction 13 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Good descriptor entering burst area, Limited degree • 1 point
• Magic Circle Against Law: Burst Area Affliction 13 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Lawful descriptor entering burst area, Limited degree • 1 point
• Magic Missile: Perception Ranged Damage 12, Split 6 • 1 point
• Mending: Ranged Healing 13, Limited to Objects, Diminshed Range 3 • 1 point
• Permanent Image: Illusion 13 (All Senses), Permanent • 1 point
• Persistent Image: Illusion 11 (All Senses), Independent • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 13 (Resisted by Fortitude) • 1 point
• Scrying: Remote Sensing 21 (Visual, Mental, Auditory), Dimensional 3, No Conduit, Resistible (Will) • 1 point
• Sending: Auditory Communication 4, Subtle 2 • 1 point
• Shout: Cone Area Damage 13 Lined to Cone Area Affliction 13 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to hearing • 1 point
• Suggestion, Mass: Perception Ranged Burst Area Affliction 13 (Resisted by Will; Controlled); Selective, Limited to third degree, Limited to carrying out one suggested course of action, Limited (obviously harmful acts negate the effect), Insidious, Subtle, Triggered (optional) • 1 point
• Summon Swarm: Summon 8 (Swarm - see Summoning Powers), Active, Controlled • 1 point
• Tongues: Comprehend 2 (Speak & Understand Languages) • 1 point
• True Seeing: Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Affects Others, Dimensional (Ethereal) • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (27 points) • 30 points
• Corrupt Water: Ranged Transform 9 (liquids containing water become fouled), Permanent, Unreliable (5 uses) • 27 points
• Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 1 point
• Insect Plague: Perception Ranged Damage 4, Sustained, Unreliable (5 uses) Linked to Perception Ranged Affliction 4 (Resisted by Fortitude; Dazed), Sustained, Limited Degree 2, Unreliable (5 uses) • 1 point
• Plant Growth: Perception Ranged Burst Area 2 Affliction 5 (Resisted by Dodge; Hindered), Selective, Limited Degree 2, Permanent, Unreliable (5 uses) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: All-Out Attack, Fast Grab, Favored Environment (Swamp), Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 15 (+24), Close Combat: Unarmed 4 (+19), Expertise: Magic 9 (+12), Insight 9 (+12), Intimidation 9 (+16), Investigation 9 (+12), Perception 9 (+12), Persuasion 9 (+12), Sleight of Hand 9 (+9), Stealth 10 (+1)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 17
Bite +19, Close, Damage 15
Claws +19, Close, Damage 13 (Crit 19-20)
Crush -, Burst Area, Damage 16
Tail Slap +19, Close, Damage 15
Tail Sweep -, Cone Area Damage 14 Linked to Cone Area Affliction 14
Wings +19, Close, Damage 12
Sorcerer Spells, Varies, Varies
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 9, Parry 14, Will 16, Fortitude 17, Toughness 20
Power Points: Abilities 48 + Powers 336 + Advantages 13 + Skills 46 + Defenses 39 = 482
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BLACK DRAGON (Great Wyrm) (PL 18)

Post by legend » Mon Jun 04, 2012 8:05 am

Image
STR 10, STA 10, AGL 0, DEX 0, FGT 16, INT 4, AWE 4, PRE 4
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 15 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 75 points
Immunities: Immunity 17 (Acid Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Swimming 3, Alternate Effect (Flight 3, Wings) • 4 points
Natural Armor: Protection 11 • 11 points
Natural Attacks: Array (36 points) • 42 points
• Breath Weapon: Line Area 2 Acid Damage 18, Unreliable (5 uses) • 36 points
• Bite: Strength-based Piercing Damage 6 • 1 point
• Claws: Strength-based Slashing Damage 4, Improved Critical • 1 point
• Crush: Burst Area Strength-based Bludgeoning Damage 7, Limited to creatures at least 1 size rank smaller • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 6 • 1 point
• Tail Sweep: Cone Area Strength-based Bludgeoning Damage 5, Limited to creatures at least 1 size rank smaller Linked to Cone Area Affliction 15 (Resisted by Fortitude; Vulnerable, Prone), Instant Recovery, Limited Degree, Limited to creatures at least 1 size rank smaller • 1 point
• Wings: Strength-based Bludgeoning Damage 3 • 1 point
Size: Growth 10, Permanent, Innate • 21 points
Sorcerer Spells: Array (79 points) • 119 points
• Alter Self: Morph 3 (Humanoid), Increased Action 2 Linked to Variable 10 (50 points) for assumed form's traits (size, extra limbs, movement capabilities (burrowing, swimming, and flight with wings, natural armor, and natural weapons) • 79 points
• Antimagic Field: Burst Area Nullify Magic 11, Broad, Effortless, Simultaneous, Close, Reaction to magic used or entering area • 1 point
• Arcane Sight: Senses 5 (Magic Awareness, Accurate, Acute, Extended) • 1 point
• Baleful Polymorph: Perception Ranged Affliction 15 (Resisted by Fortitude; Transformed), Limited to third degree, Permanent, Quirk 3 (Gaseous Creatures, Incorporeal Creatures, and Shapechangers are immune) • 1 point
• Bestow Curse: Affliction 15 (Resisted by Will; Impaired, Disabled), Progressive, Limited Degree, Permanent, Insidious, Subtle • 1 point
• Charm Person: Perception Ranged Affliction 16 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Confusion: Perception Ranged Affliction Burst Area 15 (Resisted by Will; Dazed, Stunned, Controlled), Limited (Controlled condition is random; Roll 1D20: 1-2 attack caster, 3-4 act normally, 5-10 babble incoherently, 11-14 flee, 15-20 attack nearest creature), Insidious • 1 point
• Deep Slumber: Perception Ranged Burst Area Affliction 15 (Resisted by Will; Fatigued, Exhausted, Asleep), Selective • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Detect Thoughts: Mind Reading 15, Effortless, Limited to Surface Thoughts, Subtle; Senses 2 (Detect Minds, Acute, Ranged) • 1 point
• Dismissal: Perception Ranged Movement Attack 3 (Resisted by Will; Dimension Travel), Increased DC 12, Limited to extraplanar creatures • 1 point
• Dispel Magic, Greater: Perception Ranged Nullify Magic 15, Broad, Effortless, Simultaneous, Precise • 1 point
• Displacement: Concealment 10, Quirk (attackers know the right area to target) • 1 point
• Dominate Person: Perception Ranged Affliction 15 (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Limited to creatures with the Humanoid descriptor, Mental Link, Subtle • 1 point
• Feeblemind: Perception Ranged Weaken Mental Abilities 11 (Resisted by Will), Broad, Simultaneous, Progressive • 1 point
• Gust of Wind: Line Area Move Object 15, Close, Limited direction • 1 point
• Hold Person, Mass: Perception Ranged Burst Area Affliction 13 (Resisted by Will; Hindered; Immobile; Paralyzed), Progressive, Selective, Limited to creatures with the Humanoid descriptor • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 15 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Invisibility, Greater: Visual Concealment 4, Affects Others • 1 point
• Locate Creature: Senses 8 (Detect Creature, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor 2 (specific kind of creature or a specific creature known) • 1 point
• Locate Object: Senses 8 (Detect Object, Accurate, Acute, Extended 2, Radius, Ranged), Variable Descriptor (well-known or clearly visualized object) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Circle Against Good: Burst Area Affliction 15 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Good descriptor entering burst area, Limited degree • 1 point
• Magic Circle Against Law: Burst Area Affliction 15 (Resisted by Will; Hindered, Stunned), Affects Others, Reaction to creatures with the Lawful descriptor entering burst area, Limited degree • 1 point
• Magic Missile: Perception Ranged Damage 14, Split 7 • 1 point
• Mending: Ranged Healing 15, Limited to Objects, Diminshed Range 3 • 1 point
• Permanent Image: Illusion 15 (All Senses), Permanent • 1 point
• Persistent Image: Illusion 13 (All Senses), Independent • 1 point
• Plane Shift: Movement 3 (Dimension Travel), Affects Others, Increased Mass 5 • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 15 (Resisted by Fortitude) • 1 point
• Repulsion: Burst Area 2 Affliction 15 (Resisted by Will; Dazed, Stunned), Reaction to creature attacking or approaching caster, Limited degree • 1 point
• Scrying: Remote Sensing 21 (Visual, Mental, Auditory), Dimensional 3, No Conduit, Resistible (Will) • 1 point
• Sending: Auditory Communication 4, Subtle 2 • 1 point
• Shout: Cone Area Damage 15 Lined to Cone Area Affliction 15 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to hearing • 1 point
• Spell Turning: Deflect 15, Reflect, Limited to spells • 1 point
• Suggestion, Mass: Perception Ranged Burst Area Affliction 15 (Resisted by Will; Controlled); Selective, Limited to third degree, Limited to carrying out one suggested course of action, Limited (obviously harmful acts negate the effect), Insidious, Subtle, Triggered (optional) • 1 point
• Summon Swarm: Summon 8 (Swarm - see Summoning Powers), Active, Controlled • 1 point
• Tongues: Comprehend 2 (Speak & Understand Languages) • 1 point
• True Seeing: Senses 7 (Vison Counters Concealment, Vison Counters Illusion, Darkvision, Extended Vision), Affects Others, Dimensional (Ethereal) • 1 point
• Waves of Exhaustion: Cone Area Affliction 15 (Resisted by Fortitude; Fatigued, Exhausted), Progressive, Limited degree • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (27 points) • 31 points
• Corrupt Water: Ranged Transform 9 (liquids containing water become fouled), Permanent, Unreliable (5 uses) • 27 points
• Charm Reptiles: Perception Ranged Burst Area Affliction 13 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to reptiles, Resistible (Insight), Unreliable (5 uses) Linked to Communication 2 (Animals), Limited to reptiles, Unreliable (5 uses) • 1 point
• Darkness: Burst Area 2 Concealment Attack 4, Unreliable (5 uses) • 1 point
• Insect Plague: Perception Ranged Damage 4, Sustained, Unreliable (5 uses) Linked to Perception Ranged Affliction 4 (Resisted by Fortitude; Dazed), Sustained, Limited Degree 2, Unreliable (5 uses) • 1 point
• Plant Growth: Perception Ranged Burst Area 2 Affliction 5 (Resisted by Dodge; Hindered), Selective, Limited Degree 2, Permanent, Unreliable (5 uses) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: All-Out Attack, Eidetic Memory, Fast Grab, Favored Environment (Swamp), Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 16 (+26), Close Combat: Unarmed 4 (+20), Expertise: Magic 10 (+14), Insight 10 (+14), Intimidation 10 (+19), Investigation 10 (+14), Perception 10 (+14), Persuasion 10 (+14), Sleight of Hand 10 (+10), Stealth 12 (+2)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 18
Bite +20, Close, Damage 16
Claws +20, Close, Damage 14 (Crit 19-20)
Crush -, Burst Area, Damage 17
Tail Slap +20, Close, Damage 16
Tail Sweep -, Cone Area Damage 15 Linked to Cone Area Affliction 15
Wings +20, Close, Damage 13
Sorcerer Spells, Varies, Varies
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 10, Parry 15, Will 17, Fortitude 18, Toughness 21
Power Points: Abilities 56 + Powers 359 + Advantages 14 + Skills 51 + Defenses 40 = 520
Descriptors: Dragon (Chromatic), Magic (bite and claw attacks), Water

Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.

Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.

Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.

legend
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BLUE DRAGON (Wyrmling) (PL 5)

Post by legend » Mon Jun 04, 2012 8:27 am

Image
STR 2, STA 2, AGL 0, DEX 0, FGT 3, INT 0, AWE 1, PRE 0
Powers:
Create/Destroy Water: Ranged Transform 5 (air to water, water to air) • 20 points
Immunities: Immunity 17 (Electrical Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Burrowing 4, Alternate Effect (Flight 2, Wings) • 5 points
Natural Armor: Protection 4 • 4 points
Natural Attacks: Array (5 points) • 7 points
• Breath Weapon: Line Area Electricity Damage 5, Unreliable (5 uses) • 5 points
• Bite: Strength-based Piercing Damage 2 • 1 point
• Claws: Improved Critical • 1 point
Size: Shrinking 2, Permanent, Innate • 5 points
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Languages 1 (Draconic), Move-By Action, Second Chance (Surprise)
Skills: Athletics 1 (+3), Close Combat: Unarmed 2 (+5), Deception 3 (+3), Expertise: Magic 3 (+3), Insight 3 (+4), Intimidation 3 (+2), Investigation 3 (+3), Perception 3 (+4), Persuasion 3 (+3), Sleight of Hand 3 (+3), Stealth 3 (+5)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 5
Bite +5, Close, Damage 4
Claws +5, Close, Damage 2 (Crit 19-20)
Defenses: Dodge 4, Parry 4, Will 4, Fortitude 5, Toughness 6
Power Points: Abilities 16 + Powers 62 + Advantages 4 + Skills 15 + Defenses 9 = 106
Descriptors: Dragon (Chromatic), Earth, Magic (bite and claw attacks)

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

legend
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BLUE DRAGON (Very Young) (PL 6)

Post by legend » Mon Jun 04, 2012 8:28 am

Image
STR 2, STA 2, AGL 0, DEX 0, FGT 5, INT 0, AWE 1, PRE 0
Powers:
Create/Destroy Water: Ranged Transform 5 (air to water, water to air) • 20 points
Immunities: Immunity 17 (Electrical Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Burrowing 4, Alternate Effect (Flight 3, Wings) • 5 points
Natural Armor: Protection 5 • 5 points
Natural Attacks: Array (6 points) • 8 points
• Breath Weapon: Line Area Electricity Damage 6, Unreliable (5 uses) • 6 points
• Bite: Strength-based Piercing Damage 3 • 1 point
• Claws: Strength-based Slashing Damage 1, Improved Critical • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Languages 1 (Draconic), Move-By Action, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 4 (+6), Close Combat: Unarmed 2 (+7), Deception 4 (+4), Expertise: Magic 4 (+4), Insight 4 (+5), Intimidation 4 (+4), Investigation 4 (+4), Perception 4 (+5), Persuasion 4 (+4), Sleight of Hand 4 (+4), Stealth 4 (+4)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 6
Bite +7, Close, Damage 5
Claws +7, Close, Damage 3 (Crit 19-20)
Defenses: Dodge 4, Parry 5, Will 5, Fortitude 6, Toughness 7
Power Points: Abilities 20 + Powers 59 + Advantages 5 + Skills 21 + Defenses 12 = 117
Descriptors: Dragon (Chromatic), Earth, Magic (bite and claw attacks)

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

legend
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BLUE DRAGON (Young) (PL 8)

Post by legend » Mon Jun 04, 2012 8:28 am

Image
STR 3, STA 2, AGL 0, DEX 0, FGT 7, INT 1, AWE 2, PRE 1
Powers:
Create/Destroy Water: Ranged Transform 5 (air to water, water to air) • 20 points
Immunities: Immunity 17 (Electrical Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Burrowing 4, Alternate Effect (Flight 3, Wings) • 5 points
Natural Armor: Protection 7 • 7 points
Natural Attacks: Array (8 points) • 10 points
• Breath Weapon: Line Area Electricity Damage 8, Unreliable (5 uses) • 8 points
• Bite: Strength-based Piercing Damage 3 • 1 point
• Claws: Strength-based Slashing Damage 1, Improved Critical • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 5 (+8), Close Combat: Unarmed 2 (+9), Deception 4 (+5), Expertise: Magic 4 (+5), Insight 4 (+6), Intimidation 4 (+5), Investigation 4 (+5), Perception 4 (+6), Persuasion 4 (+5), Sleight of Hand 4 (+4), Stealth 5 (+5)
Offenses:
Initiative +4
Breath Weapon -, Line Area, Damage 8
Bite +9, Close, Damage 6
Claws +9, Close, Damage 4 (Crit 19-20)
Defenses: Dodge 5, Parry 7, Will 7, Fortitude 8, Toughness 9
Power Points: Abilities 32 + Powers 63 + Advantages 6 + Skills 22 + Defenses 16 = 139
Descriptors: Dragon (Chromatic), Earth, Magic (bite and claw attacks)

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

legend
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BLUE DRAGON (Juvenile) (PL 9)

Post by legend » Mon Jun 04, 2012 8:28 am

Image
STR 3, STA 3, AGL 0, DEX 0, FGT 8, INT 1, AWE 2, PRE 1
Powers:
Immunities: Immunity 17 (Electrical Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Burrowing 4, Alternate Effect (Flight 3, Wings) • 5 points
Natural Armor: Protection 8 • 8 points
Natural Attacks: Array (18 points) • 22 points
• Breath Weapon: Line Area 2 Electricity Damage 9, Unreliable (5 uses) • 18 points
• Bite: Strength-based Piercing Damage 4 • 1 point
• Claws: Strength-based Slashing Damage 2, Improved Critical • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 4 • 1 point
• Wings: Strength-based Bludgeoning Damage 1 • 1 point
Size: Growth 2, Permanent, Innate • 5 points
Sorcerer Spells: Array (6 points) • 13 points
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 6 points
• Charm Person: Perception Ranged Affliction 2 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Dancing Lights: Visual Illusion 1, Continuous, Independent, Limited to lanterns or torches • 1 point
• Hypnotism: Perception Ranged Burst Area Affliction 1 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Missile: Perception Ranged Damage 1 • 1 point
• Mending: Ranged Healing 2, Limited to Objects, Diminshed Range 3 • 1 point
• Prestidigitation Feature 1 (minor Illusions) • 1 point
Spell-Like Abilities: Array (20 points) • 21 points
• Create/Destroy Water: Ranged Transform 5 (air to water, water to air) • 20 points
• Sound Imitation: Feature (Voice Mimicry) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 8 (+11), Close Combat: Unarmed 2 (+10), Deception 4 (+5), Expertise: Magic 4 (+5), Insight 4 (+6), Intimidation 4 (+6), Investigation 4 (+5), Perception 4 (+6), Persuasion 4 (+5), Sleight of Hand 4 (+4), Stealth 6 (+4)
Offenses:
Initiative +4
Breath Weapon -, Line Area 2, Damage 9
Bite +10, Close, Damage 7
Claws +10, Close, Damage 5 (Crit 19-20)
Tail Slap +10, Close, Damage 7
Wings +10, Close, Damage 4
Sorcerer Spells, Varies, Varies
Defenses: Dodge 6, Parry 7, Will 8, Fortitude 9, Toughness 11
Power Points: Abilities 28 + Powers 95 + Advantages 7 + Skills 24 + Defenses 19 = 173
Descriptors: Dragon (Chromatic), Earth, Magic (bite and claw attacks)

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

legend
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BLUE DRAGON (Young Adult) (PL 10)

Post by legend » Mon Jun 04, 2012 8:29 am

Image
STR 4, STA 4, AGL 0, DEX 0, FGT 9, INT 2, AWE 2, PRE 2
Powers:
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Frightful Presence: Perception Area Affliction 7 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 35 points
Immunities: Immunity 17 (Electrical Effects, Paralysis, Sleep Effects) • 17 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Burrowing 4, Alternate Effect (Flight 3, Wings) • 5 points
Natural Armor: Protection 8 • 8 points
Natural Attacks: Array (20 points) • 24 points
• Breath Weapon: Line Area 2 Electricity Damage 10, Unreliable (5 uses) • 20 points
• Bite: Strength-based Piercing Damage 4 • 1 point
• Claws: Strength-based Slashing Damage 2, Improved Critical • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 4 • 1 point
• Wings: Strength-based Bludgeoning Damage 1 • 1 point
Size: Growth 4, Permanent, Innate • 9 points
Sorcerer Spells: Array (12 points) • 21 points
• Hypnotism: Perception Ranged Burst Area Affliction 3 (Resisted by Will; Entranced, Stunned), Selective, Limited Degree • 12 points
• Charm Person: Perception Ranged Affliction 4 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Limited to creatures with the Humanoid descriptor, Resistible (Insight) • 1 point
• Dancing Lights: Visual Illusion 3, Continuous, Independent, Limited to lanterns or torches • 1 point
• Detect Magic: Senses 6 (Detect Magic, Accurate, Acute, Analytical, Ranged) • 1 point
• Detect Secret Doors: Senses 5 (Detect Secret Doors & Compartments, Accurate, Acute, Ranged) • 1 point
• Mage Hand: Feature 1 (Move Object -5, Subtle 1) • 1 point
• Magic Missile: Perception Ranged Damage 4, Split 2 • 1 point
• Mending: Ranged Healing 3, Limited to Objects, Diminshed Range 3 • 1 point
• Prestidigitation Feature 1 (minor Illusions) • 1 point
• Ray of Enfeeblement: Ranged Weaken Strength 3 (Resisted by Fortitude) • 1 point
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (20 points) • 21 points
• Create/Destroy Water: Ranged Transform 5 (air to water, water to air) • 20 points
• Sound Imitation: Feature (Voice Mimicry) • 1 point
Tremorsense: Senses (Ranged Touch) • 1 point
Advantages: Improved Initiative, Improved Smash, Languages 1 (Draconic), Move-By Action, Power Attack, Precise Attack (Close Concealment), Second Chance (Surprise), Takedown
Skills: Athletics 9 (+13), Close Combat: Unarmed 2 (+11), Deception 6 (+8), Expertise: Magic 5 (+7), Insight 5 (+7), Intimidation 5 (+9), Investigation 5 (+7), Perception 5 (+7), Persuasion 5 (+7), Sleight of Hand 5 (+5), Stealth 6 (+2)
Offenses:
Initiative +4
Breath Weapon -, Line Area 2, Damage 11
Bite +11, Close, Damage 8
Claws +11, Close, Damage 6 (Crit 19-20)
Tail Slap +11, Close, Damage 8
Wings +11, Close, Damage 5
Sorcerer Spells, Varies, Varies
Defenses: Dodge 6, Parry 8, Will 9, Fortitude 2, Toughness 12
Power Points: Abilities 30 + Powers 174 + Advantages 8 + Skills 29 + Defenses 22 = 263
Descriptors: Dragon (Chromatic), Earth, Magic (bite and claw attacks)

A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.

Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.

Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.

Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.

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