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Gloom Dragon


Dragon, Elemental

Gloom Dragon

Level 4
Solo
EV 72
4Size
8Speed
350Stamina
2Stability
6Free Strike
ImmunityPsychic 5
Weakness
MovementFly, hover
With Captain
M+2Might
A+4Agility
R+1Reason
I+3Intuition
P+4Presence
**
Trait

Solo Monster

At the end of each of their turns, the dragon can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

Solo Turns

The dragon can take two turns each round. They can't take turns consecutively.

**
Trait

Gloaming Wyrmscale Aura

The dragon's scales create a 3 aura of dark supernatural fog around them that feeds on their victims' fears and provides concealment to the dragon only. Each enemy who starts their turn in the area takes 2 psychic damage. Additionally, whenever one or more enemies is in the area, the dragon's abilities deal an extra 3 psychic damage.

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Main action

Breath of Brume

Signature
KeywordsAreaMagicRanged
ActionMain action
Distance4 cube within 10
TargetEach enemy and object in the area
!14 cold damage; the target is dragonsealed (save ends)
@11 cold damage; the target is dragonsealed (save ends)
#6 cold damage
Effect

Each target makes an Agility test.

A dragonsealed creature has psychic weakness 3 and cold weakness 3. Additionally, the area is filled with magical darkness. The dragon ignores concealment created by this darkness.

ll
Main action

Phantom Tail Swing

KeywordsChargeMagicMeleeStrike
ActionMain action
DistanceMelee 3
TargetTwo creatures or objects
Power Roll+ 4
!10 psychic damage; pull 2
@15 psychic damage; pull 4
#18 psychic damage; pull 6
3 MaliceThe pull becomes a vertical slide.
**
Trait

Shadow Skulk

Once per turn, the dragon can shift up to their speed, leaving behind a 4 cube area of magical darkness in their starting space that lasts until the end of the encounter. The dragon ignores concealment created by this darkness. Any enemy who ends their turn in the area and has I < 3 is frightened of the dragon until the end of their next turn.

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Maneuver

Visions in the Dark

KeywordsAreaMagic
ActionManeuver
Distance10 burst
TargetEach enemy in the area
Effect

Each target must be dragonsealed. Each target takes 3 psychic damage, and if they have I < 3 they immediately make a free strike against one ally of the dragon's choice.

))
Free triggered action

Encroaching Darkness

Keywords-
ActionFree triggered action
DistanceSelf
TargetSelf
Trigger

A creature within 10 squares moves.

Effect

The dragon moves two existing cubes of magical darkness they created up to 10 squares each.

*Villain Actions
**

Pall of Nightmares

KeywordsAreaMagic
Distance10 burst
TargetEach enemy in the area
Power Roll+ 4
!6 psychic damage
@11 psychic damage
#14 psychic damage
Effect

Each target must be dragonsealed. Any target who has I < 3 is also dazed (save ends).

**

Absence of All Light

Keywords-
DistanceSpecial
TargetSpecial
Effect

The dragon disappears from the encounter map. The dragon and three hallucinatory illusions of themself then immediately reappear in unoccupied spaces on the encounter map, and the dragon and each illusion uses Breath of Brume. Each illusion is indistinguishable from the dragon except by supernatural means, has 1 Stamina, and has the dragon's speed. An illusion acts on the dragon's turns but can take only move actions. Once per round before or after using an ability, the dragon can trade places with any duplicate.

Source: Draw Steel: Monsters · printing 1.01