Medieval Fantasy 

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Icons: Colossal Red Dragon (Great Wyrm)
Release Date: September 2006

Total of 1 miniature

1/1 Colossal Red Dragon (Great Wyrm)
1,000 points

This monstrosity of dragons is the first colossal to be released in the D&D miniatures line. In the tradition of the Imperial AT-AT released in the Star Wars Miniatures line, this beast features an oversized game card with all its stats and special abilities.

At Level 17, this great wyrm packs a punch -- well, a bite at +28 dealing 50 magic damage or a claw at +26 dealing 40 magic damage.

Its special abilities include: Independent, Not Subject to Commander Effects, and Flight. Its flight speed is F7.

With an AC of 32 and 800 hit points -- it will be difficult for most normal parties to take it down. In addition, its melee reach of 4 will allow it to attack many melee characters that can't quite get to it yet.

Other special abilities include: Almighty (Not affected by allies' spells), Aura of Fear 10 (Enemies in squares threatened by this creature get morale save -10), Breath Weapon -- 3 uses (Cone, 100 fire damage; DC 30), Crush 50 (Can move through a smaller enemy's space to deal 50 damage and Stun; DC 30), DR 10, Double Damage from Cold, Fearless, Immune Fire, Spell Resistance, Indomitable (If this creature is subject to any effect that would eliminate it but that does not deal damage, it is not destroyed but instead takes 100 damage), Massive (This creature can end its move in pits. It can move through and end its movement in walls as though in difficult terrain; it cannot see through walls. Enemies can attack this creature within a wall only if 1 full square of wall does not lie between it and the attacker.), Roar -- 1 usage (Cone, affected creatures make a morale save), Tail Slap 20 (20 damage to 1 adjacent enemy, and push it 2 squares if Gargantuan or smaller); and Tail Sweep 30 (Cone; 30 damage; DC 30).

Here's the way it works... This creature begins with 800 hit points and 8 activations per round; each activation counts as 1 of your 2 activations in a phase. On each activation, choose 1 of the options below. Each option can be used only once per round. For every 100 points of damage this creature takes, reduce its number of activations by 1. Whenever a damage-dealing or other harmful effect would apply on each of this creature's activations, it affects only the first activation in each round.

Its options for activations are as follows: Move, Move, Bite, Move & Claw, Move & Claw, Move & Breath, Move & Crush, Roar, Tail Slap, or Tail Sweep. Because Move & Claw and Move are each listed twice, they can actually be done twice in a round.

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