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Table of Contents
Breath Weapon
The foe is able to exhale destructive energy from its nose or mouth. Choose either a Line 5 or a Close Blast 3, then choose one form of Damage from the following list: Acid, Cold, Heat, Lightning, Mental, Poison, Thunder.
When the foe employs its breath weapon, each creature in the affected area must make an Agility (for a Line) or Body (for a Blast) saving throw against a TN of 12 plus the foe's level.
- Success: The target takes 2d6 damage of the selected type.
- Failure: The target takes 6d6 damage of the selected type.
Once the foe has used its breath weapon, it cannot use it again until any d10 it rolls comes up showing a natural 1.
Upgrades
This feature may be take multiple times. Each time it is taken, select one of the following options:
- Increase the area to a Close Blast 5 or a Line 15;
- Increase the damage dice to d10s (though the Breath Weapon damage dice cannot recharge the Breath Weapon);
- The breath weapon recharges on a natural 1 or 2;
- The TN of the saving throw is increased by two;
- The breath weapon damage becomes Ongoing, but is reduced one die size.
Each upgrade may only be selected once.
Additional Notes
If Thunder is selected as the damage type for the Breath Weapon, it takes the form of a powerful roar, rather than a breath weapon.
If Mental damage is selected as the damage type, it takes the form of a psychic attack.
If this feature is added to a foe at Level 3, or if the foe is an Undead of any sort, they may select Entropic as the damage type.
If the Breath Weapon's damage type is Poison, and the Ongoing upgrade has been selected, the creature becomes Poisoned, rather than taking Ongoing damage. The die value remains the same as though it were Ongoing.