Skip to content
CreatePricing
Colt Tanner and Delta - AI-generated fantasy Monster

Colt Tanner and Delta

Colt Tanner is the most recognizable student at the Arcadian War College. Born to a wealthy family whose influence helped establish the college's aerial scout program, he could have remained a ceremonial figurehead. Instead, Colt bonded with Delta during his first year after the young drake rescued him from a collapsed training aerie. Now in his fourth year, Colt leads the college's most capable scout cadre. His fame is useful for recruitment and morale, but it also makes him a target for rivals, propagandists, and enemies who want to prove that noble blood cannot command the skies.

Medium Colt; Large DeltaHumanoid(Human, mounted combatant, drake rider)CR CR 15NG

Colt Tanner and Delta

Arcadian War Collegecelebrity NPCdrake ridernoblescout leaderaerial cavalrymounted combatfourth-year cadetDelta
HP178 Colt; 152 DeltaAC+15SPDColt mounted on Delta: fly 100 ft. with good maneuverability, Delta: fly 100 ft. with good maneuverability, land 30 ft., Colt unmounted: 30 ft.CR15 combined encounterAcrobaticsBluffClimbDiplomacyFlyHandle AnimalKnowledge (geography)Knowledge (nobility)PerceptionRideSense MotiveStealthSurvival
STR
18
DEX
20
CON
15
INT
13
WIS
16
CHA
18
Bonded Sky Partners. Colt and Delta share a telepathic bond while within 1 mile. Neither can be flanked while the other is conscious and within 30 feet. They gain a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of one another.
Elite Drake Rider. Colt gains a bonus on Ride checks. He can mount or dismount Delta as a free action and does not fall when Delta makes abrupt aerial movements unless he fails a Ride check against .
Arcadian Training. Colt's attacks count as magic for the purpose of overcoming damage reduction. Delta's natural attacks count as magic and silver for the same purpose.
Combat Mount. While mounted, Colt and Delta can occupy the same square for attacks and movement. Colt can direct Delta as a free action, and Delta can take a move action without preventing Colt from making a full attack.
Scout Leader's Instinct. Colt has evasion and improved uncanny dodge. He cannot be flanked except by a rogue whose level is at least 19.
Predatory Dive. Delta's natural weapons deal damage as though it were one size category larger when attacking a prone or flying creature below it.
Never Leave a Rider. Once per day, when Colt would be reduced to 0 or fewer hit points while mounted, Delta may immediately fly up to its speed without provoking attacks. Colt remains at 1 hit point and becomes staggered for 1 round.
Full Attack. Colt makes two attacks with his Arcadian lance, two attacks with his masterwork composite longbow, or one attack with his saber and one attack with his pistol.
Colt's Weapons. Melee +2 furious lance +25/+20/+15 (/×3), or melee +1 keen saber +24/+19 (/17-20), or ranged +2 adaptive composite longbow +25/+20/+15 (/×3), or ranged Arcadian pistol +23 (/×4, range increment 50 ft.). Colt's lance deals double damage when used in a mounted charge.
Delta's Assault. Delta bites twice and attacks with both talons. Bite +25 ( plus grab), 2 talons +20 (). If Delta begins its turn carrying Colt, it can instead make one bite attack and use Wing Buffet.
Wing Buffet. Delta beats its wings violently. Creatures in a 15-foot cone take points of bludgeoning damage and must succeed at a Reflex save or fall prone. A creature that succeeds takes half damage and does not fall prone. Delta cannot use this ability while flying at less than half speed.
Skyline Charge. Colt moves up to Delta's fly speed without provoking attacks of opportunity from the target of his charge, then makes a lance attack. If the attack hits, the target must succeed at a Fortitude save or be staggered for 1 round. Colt can use this ability once every rounds.
Arcadian Signal Arrow. Colt fires a specially prepared arrow at a creature within 100 feet. On a hit, the target takes normal arrow damage plus electricity damage and must succeed at a Reflex save or become entangled by crackling force for 1 round. The arrow ignores concealment from fog, smoke, and clouds.
Mounted Reposition. Colt directs Delta to dive, bank, or rise as a free action. Until the beginning of Colt's next turn, Delta gains a +4 circumstance bonus to AC against ranged attacks and Colt gains a +4 circumstance bonus on Ride checks to avoid falling.
Mounted Interposition. When an attack would hit Colt while he is mounted, Colt attempts a Ride check against the attack's result. If successful, Delta interposes a wing and the attack instead targets Delta. Colt can use this reaction once per round.
Protect the Bond. When Delta is targeted by a ranged attack, Colt may fire a signal arrow at the attacker if it is within 100 feet. On a successful attack roll, the attacker must succeed at a Will save or become shaken for 1 round.
Quick Command. Colt makes one bow attack or directs Delta to make one talon attack.
Winged Evasion (Costs 2 Actions). Delta flies up to half its fly speed without provoking attacks of opportunity. Colt can remain mounted during this movement without attempting a Ride check.
Twin Descent (Costs 3 Actions). Colt and Delta use Skyline Charge together, moving up to Delta's fly speed and making one lance attack and one bite attack. The pair cannot use this legendary action again until the start of Colt's next turn.
1st level
Shared Bonddivination Creates a magical link between Colt and Delta for 1 hour per level, allowing them to share emotions and communicate basic concepts regardless of distance while on the same plane.
2nd level
Aerial Alacritytransmutation Grants Delta a +30-foot enhancement bonus to fly speed and a +2 bonus on Fly checks for 10 minutes per level.
Obscuring Mistconjuration Creates a 20-foot-radius cloud of concealing mist centered on Colt or Delta. Colt and Delta can see through their own mist.
3rd level
Mark of the Scoutdivination Marks one creature or location known to Colt, granting a +4 bonus on Survival checks to track it and allowing Colt to sense its direction within 1 mile.
Wind Walker's Stridetransmutation Allows Colt and Delta to fly at great speed and grants Delta a +4 bonus on Fly checks for 1 hour per level.
4th level
Control Windstransmutation Creates a powerful downdraft in a 30-foot-radius area. Flying creatures must succeed at a DC 23 Fortitude save or descend 30 feet and be unable to rise for 1 round.
Visual sheet

Turn Colt Tanner and Delta into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships