Draft:Dragon Lord

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Omega 0.90.4

The Dragon Lord is the unique ruler of the Dragon's Lair. He is both the hoard's most dangerous defender and the creature whose death prevents normal repopulation of the lair.[1]

Encounter

HP Hit Armor Damage rating Experience
2,000 100 100 100 10,000

He is placed at (54, 7), starts hostile but asleep, flies, and is immune to fire, cold, electricity and acid. His ordinary melee combines physical and fire hits, and he has a firebolt attack. He has no fixed starting object; random carried treasure and the lair's floor hoard are separate sources.[2]

In the lair, his initial special action is the shared dragon volley. Once it runs, he uses his own powers. The monster scheduler wakes him at close range; attacking or an alarm can wake him earlier.[3]

Special attacks

At adjacent range, he can knock down a character who is not immobilized, dealing 25 physical damage and costing an action. Against an immobilized target, he begins constricting with strength 25. Further actions either squeeze, dealing the current constriction strength and doubling it, or hurl the victim for twice that strength and reset it. These close actions also invoke spellcasting.[4]

At greater distance he clears his constriction state, can cause fear when visible, and can cast two spells in one special action. Escaping adjacency ends the accumulating grip but does not make him a harmless ranged opponent.[5]

Death and hide

Normal death drops carried treasure and creates the Dragon Lord's Hide. Ambrosias' charges 4,000 Au to turn this hide into dragonscale armor. The resulting armor can satisfy the Duke's request; the hide by itself cannot.[6]

The death flag empties future ordinary visits to the lair. Killing him is not an Oracle stage, unlike the Goblin King or Demon Emperor.[7]

Strategy

Fire protection addresses only part of the encounter. Plan for strong physical hits, immobilization and spells, and avoid allowing constriction to double repeatedly. His lack of innate normal-damage immunity means physical weapons remain an option; his four elemental immunities rule out relying on those elements alone. Decide whether the hide and victory are worth ending the lair's normal hoard refresh before committing to the kill.

References