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<blockquote data-quote="Trit One-Ear" data-source="post: 7530896" data-attributes="member: 6678017"><p>Hi all,</p><p></p><p>Finally had a little time to whip together the new stat block. It's very similar to the old, but I changed the math a bit (bringing it more in line to the new CR 8), and changed the spell list based on advice given above. It feels a lot more focused now, even if it's not too greatly changed. Bearing in mind that it's the third stage of the fight, I did eliminate a few things that would make it feel too similar. Other differences will be lair based, and change dynamically between stages of the fight.</p><p>As always, very grateful for input and advice.</p><p></p><p>Drow Dragon Hybrid (Stage 3)</p><p></p><p></p><p>CR 8</p><p>Prof Bonus +3</p><p>AC 17</p><p>HP 200</p><p>Attack +7</p><p>Damage/Round 51 - 56</p><p>Save DC 16</p><p></p><p>Drow-Dragon Hybrid</p><p>Huge dragon fey, neutral evil</p><p>Armor Class: 17 (natural armor) </p><p>Hit Points: 204 (15d12 + 24)</p><p>Speed: 40 ft., fly 60 ft., climb 40 ft.</p><p></p><p>STR: 19 (+4) DEX: 11 (+1) CON: 17 (+3)</p><p>INT: 13 (+1) WIS: 17 (+3) CHA: 18 (+4)</p><p></p><p>Saving Throws: Dex: +4, Con: + 6, Wis: +6, Cha: +7</p><p></p><p>Skills: Insight +6, Perception +6, Religion + 4, Stealth +4</p><p></p><p>Damage Immunities: See Chromatic Adaptation for details.</p><p>Condition Immunities: See Chromatic Adaptation for details.</p><p>Senses: Darkvision 120 ft., passive Perception 16</p><p>Languages: Common, Elven, Undercommon</p><p>Challenge: CR 8 (3,900 xp)</p><p></p><p>Chromatic Adaptation: At the start of the hybrid's turn, roll a d6. The hybrid takes on aspects of a color of dragon, based on the result of the roll. The hybrid has these traits until the beginning of her next turn. Consult the following table:</p><p></p><p>d6 result</p><p>Color(s)</p><p>Resistances/Immunities</p><p>Breath weapon</p><p>1</p><p>Black or Copper</p><p>Immunity: Acid</p><p>Acid, 5 by 60 ft line. (Dex save)</p><p>2</p><p>Blue or Bronze</p><p>Immunity: Lightning</p><p>Lightning, 5 by 60 ft line. (Dex save)</p><p>3</p><p>Brass or Red</p><p>Immunity: Fire</p><p>Fire, 60 ft. cone (Dex save)</p><p>4</p><p>Green</p><p>Immunity: Poison, Poisoned condition</p><p>Poison, 60 ft. cone (Con save)</p><p>5</p><p>Silver or White</p><p>Immunity: Cold </p><p>Cold, 60 ft. cone (Con Save)</p><p>6</p><p>Chromatic</p><p>Resistance: Bludgeoning, slashing and piercing from nonmagical weapons.</p><p>None.</p><p></p><p></p><p>Fey Ancestry: The hybrid is immune to being charmed, and magic can't put it to sleep.</p><p></p><p>Legendary Resistance (3/day): If the hybrid fails a saving throw, it can choose to succeed instead.</p><p></p><p>Spellcasting: The hybrid is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 15, +7 to hit with spell attacks). The hybrid has the following cleric spells prepared:</p><p>Cantrips (at will): poison spray, resistance</p><p>1st level (4 slots): cure wounds, expeditious retreat, ray of sickness,</p><p>2nd level (3 slots): darkness, hold person, lesser restoration, web</p><p>3rd level (3 slots): counterspell, dispel magic, fear</p><p>4th level (3 slots): dimension door, freedom of movement</p><p></p><p>Spiderclimb: The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p></p><p>Sunlight Sensitivity: While in sunlight, the hybrid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p></p><p>Web Walker: The hybrid ignores movement restrictions caused by webbing.</p><p></p><p>Actions</p><p></p><p>Multiattack: The hybrid makes three attacks: one with its bite and two with its claws. Alternatively it can attack with its bite and cast one spell.</p><p></p><p>Bite: Melee Weapon attack: +7 to hit, reach 10ft, one target.</p><p>Hit: 2d10 + 5 (16) piercing damage.</p><p></p><p>Claw: Melee Weapon attack: +7 to hit, reach 5ft., one target.</p><p>Hit: 2d6 + 5 (12) slashing damage.</p><p></p><p>Tail: Melee Weapon attack: +7 to hit, reach 15ft., one target.</p><p>Hit: 2d8 + 5 (14) bludgeoning damage.</p><p></p><p>Breath Weapon (Recharge 5-6): The dragon exhales a dangerous breath weapon. See Chromatic Adaptation for details concerning area shape, save required and damage type. Each creature in the area must make the listed save (DC 17) or take 42 (12d6) damage of the given damage type, or half as much damage on a successful save.</p><p></p><p>Legendary Actions</p><p>The hybrid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The hybrid rregains spent legendary actions at the start of its turn.</p><p></p><p>Decect: The hybrid makes a Wisdom (Perception) check.</p><p>Cast a Spell (Costs 1-3 actions): The hybrid expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. </p><p>Tail Attack: The hybrid makes a tail attack.</p><p>Wing Attack (Costs 2 actions): The hybrid beats its wings. Each creature within 10 feet of the hybrid must succeed a DC 18 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The hybrid can fly up to half its flying speed.</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 7530896, member: 6678017"] Hi all, Finally had a little time to whip together the new stat block. It's very similar to the old, but I changed the math a bit (bringing it more in line to the new CR 8), and changed the spell list based on advice given above. It feels a lot more focused now, even if it's not too greatly changed. Bearing in mind that it's the third stage of the fight, I did eliminate a few things that would make it feel too similar. Other differences will be lair based, and change dynamically between stages of the fight. As always, very grateful for input and advice. Drow Dragon Hybrid (Stage 3) CR 8 Prof Bonus +3 AC 17 HP 200 Attack +7 Damage/Round 51 - 56 Save DC 16 Drow-Dragon Hybrid Huge dragon fey, neutral evil Armor Class: 17 (natural armor) Hit Points: 204 (15d12 + 24) Speed: 40 ft., fly 60 ft., climb 40 ft. STR: 19 (+4) DEX: 11 (+1) CON: 17 (+3) INT: 13 (+1) WIS: 17 (+3) CHA: 18 (+4) Saving Throws: Dex: +4, Con: + 6, Wis: +6, Cha: +7 Skills: Insight +6, Perception +6, Religion + 4, Stealth +4 Damage Immunities: See Chromatic Adaptation for details. Condition Immunities: See Chromatic Adaptation for details. Senses: Darkvision 120 ft., passive Perception 16 Languages: Common, Elven, Undercommon Challenge: CR 8 (3,900 xp) Chromatic Adaptation: At the start of the hybrid's turn, roll a d6. The hybrid takes on aspects of a color of dragon, based on the result of the roll. The hybrid has these traits until the beginning of her next turn. Consult the following table: d6 result Color(s) Resistances/Immunities Breath weapon 1 Black or Copper Immunity: Acid Acid, 5 by 60 ft line. (Dex save) 2 Blue or Bronze Immunity: Lightning Lightning, 5 by 60 ft line. (Dex save) 3 Brass or Red Immunity: Fire Fire, 60 ft. cone (Dex save) 4 Green Immunity: Poison, Poisoned condition Poison, 60 ft. cone (Con save) 5 Silver or White Immunity: Cold Cold, 60 ft. cone (Con Save) 6 Chromatic Resistance: Bludgeoning, slashing and piercing from nonmagical weapons. None. Fey Ancestry: The hybrid is immune to being charmed, and magic can't put it to sleep. Legendary Resistance (3/day): If the hybrid fails a saving throw, it can choose to succeed instead. Spellcasting: The hybrid is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 15, +7 to hit with spell attacks). The hybrid has the following cleric spells prepared: Cantrips (at will): poison spray, resistance 1st level (4 slots): cure wounds, expeditious retreat, ray of sickness, 2nd level (3 slots): darkness, hold person, lesser restoration, web 3rd level (3 slots): counterspell, dispel magic, fear 4th level (3 slots): dimension door, freedom of movement Spiderclimb: The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity: While in sunlight, the hybrid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker: The hybrid ignores movement restrictions caused by webbing. Actions Multiattack: The hybrid makes three attacks: one with its bite and two with its claws. Alternatively it can attack with its bite and cast one spell. Bite: Melee Weapon attack: +7 to hit, reach 10ft, one target. Hit: 2d10 + 5 (16) piercing damage. Claw: Melee Weapon attack: +7 to hit, reach 5ft., one target. Hit: 2d6 + 5 (12) slashing damage. Tail: Melee Weapon attack: +7 to hit, reach 15ft., one target. Hit: 2d8 + 5 (14) bludgeoning damage. Breath Weapon (Recharge 5-6): The dragon exhales a dangerous breath weapon. See Chromatic Adaptation for details concerning area shape, save required and damage type. Each creature in the area must make the listed save (DC 17) or take 42 (12d6) damage of the given damage type, or half as much damage on a successful save. Legendary Actions The hybrid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The hybrid rregains spent legendary actions at the start of its turn. Decect: The hybrid makes a Wisdom (Perception) check. Cast a Spell (Costs 1-3 actions): The hybrid expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell. Tail Attack: The hybrid makes a tail attack. Wing Attack (Costs 2 actions): The hybrid beats its wings. Each creature within 10 feet of the hybrid must succeed a DC 18 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The hybrid can fly up to half its flying speed. [/QUOTE]
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