I have a bundle of monsters I converted to Fate Freeport on a whim, and just haven’t done anything with; I’m not really sure how useful they are since they were for a couple of games I haven’t got around to running yet, and monster stats just don’t carry the same weight in Fate as they do in D&D. Still, this one was my attempt to break the system and come up with a powerful iconic monster to see just how ridiculous the stats could get.
These all using the Fate Freeport Companion rules, and were mostly to see how its conversion rules worked, so they’re pretty much direct translations from Pathfinder to Fate Freeport. I may do some stock Fate Core or FAE versions in the future, who knows.
Red Dragon (Great Wyrm) A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock cover its long body. High Concept: Wizened Red Wyrm Trouble: Insatiable Greed; Overconfident Vanity Aspects: Magic In My Veins; Scales Thicker Than Steel; Flying Fiery Death Skills: STR +8, DEX -1, CON +6, INT +5, WIS +5, CHA +5 Melee Attack: Bite (+8 STR) normal damage Ranged Attack: Firebreath (+5 INT), normal damage and target is Burning. Defense: Scales (+6 CON) Mental Stress: OOOO Mental Consequences: Mild (-2): Moderate (-4): Physical Stress: OOOO Physical Consequences: Mild (-2): Mild (-2): Moderate (-4): Stunts: Ancient Wyrm: Gains access to the Evocation and Transmutation schools, and selects two spells from those schools. Incinerate: By spending a Fate Point, the Great Wyrm’s firebreath attack can bypass armor and regular defenses. Magic Sight: The Great Wyrm is treated as if having Detect Magic on at all times; spending a fate point allows True Sight for one scene. Wizened: Pick any four spells from schools you have access to. Spells: Burning Hands, Fireball, Haste, Magic Missile, Minor Telekinesis, Wall of Fire