They gain expertise in Stealth, good for popping out of apparently unattended treasure piles and going, “Boo!” (They shouldn’t actually hide in the treasure pile, though, because that would cause them to take force damage each turn they were in there.)īut here are the really brutal features: Bite and Terrifying Breath. They’re resistant to physical damage- even from magic weapons!-and outright immune to acid, cold, necrotic and poison damage, plus a host of debilitating conditions. As in life, they’re brutes, with extraordinary Strength, Constitution and Charisma, not to mention high Intelligence and Wisdom as well. Ghost dragons can no longer burrow, climb or swim, but they don’t need to: they’re incorporeal now, and they can fly just as swiftly as they ever did. A ghost dragon is as challenging a foe as any other adult dragon, if not even more so. At first blush, it seems odd that the fact of the ghost dragon’s refusal to pass beyond the veil makes it less legendary than it was before, rather than more, but the absence of legendary and lair actions is deceiving. It’s the spooooopy season, and so it’s appropriate that my first post–Gamehole Con analysis should be of the ghost dragon, a wyrm with unfinished business-which is to say, one that’s not done having stuff yet.
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