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<blockquote data-quote="Robtheman" data-source="post: 5446895" data-attributes="member: 89625"><p>Daren, E'an, and Thadeous, don't read this one.</p><p></p><p>Would like suggestions on refining this solo and then discussion of tactics.</p><p></p><p>[sblock=stat block]</p><p>Template - Young Red Dragon from Monster Vault</p><p>332 hps, Move 6, Fly 8 (hover)</p><p>Restist Fire 15</p><p>Saving Throws +5; Action Points 2</p><p>Initiative +8; Perception +11; Darkvision</p><p></p><p><strong>Traits</strong></p><p>Burning Blood - Once bloodied the dragon deals 5 fire damage to opponents that strike it in melee.</p><p>Action Recovery - Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends.</p><p>Instinctive Assault - On an initiative of 10 + its initiative check, the dragon can use a free action to use bite or claw. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.</p><p></p><p><strong>Powers</strong></p><p>Bite (fire) At-Will</p><p>Attack: Melee 2 (one creature); +12 vs. AC</p><p>Hit: 2d10 + 6 damage. The target is grabbed and takes ongoing 5 fire damage, or ongoing 10 fire damage if the dragon is bloodied, until the grab ends (escape DC 19).</p><p></p><p>Claw At-Will</p><p>Attack: Melee 2 (one or two creatures); +12 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature</p><p>Hit: 2d8 + 5 damage, and the dragon grabs the target (escape DC 16) if it has fewer than two creatures grabbed.</p><p></p><p>Breath Weapon (fire) Recharge 5/6</p><p>Attack: Close blast 5 (creatures in the blast); +10 vs. Reflex</p><p>Hit: 2d12 + 7 fire damage, or 2d12 + 17 fire damage while the dragon is bloodied.</p><p>Miss: Half damage.</p><p></p><p><strong>Triggered Actions</strong></p><p>Tail Strike At-Will</p><p>Trigger: An enemy leaves a square within 2 squares of the dragon.</p><p>Attack (Immediate Reaction): Melee 3 (the triggering enemy); +10 vs. Reflex</p><p>Hit: 1d6 + 5 damage, and the target falls prone.</p><p></p><p>Bloodied Breath Encounter</p><p>Trigger: The dragon is first bloodied.</p><p>Effect (Free Action): Breath weapon recharges, and the dragon uses it.</p><p>[/sblock]</p><p></p><p>[sblock=Scenario]</p><p>This dragon carries a vestige of the elements themselves. Hatched in a erupting volcano, the dragon is a way of introducing the a theme of elemental dragons. The standard dragon is dangerous enough so I did not want to add too much more.</p><p></p><p>I want the dragon to play with them, reveling in its power for the first portions of the fight and then make marked transitions by first focusing it's fire, then getting really dirty.</p><p></p><p>Fight takes place on either a 100 or 150 feet tall pillar of rock. Access between the two levels is by steep stairs. The PCs exit a tent at the top level and may engage the enemy at either location. Dragon is currently having fun burning slaves and throwing them off the 100 foot high level. I figured this would be my way of warning the PCs about the danger of the dragons Grabs.</p><p>[/sblock]</p><p></p><p>[sblock=Tactics]</p><p>My thoughts on tactics was to split in to 3 phases which would represent the creatures perception of the threat level.</p><p></p><p>Phase 1 </p><p>Ends when the creature reaches bloodied. During this phase it will use it's breath weapon once then toy with the PCs. It will spread it's attacks around a bit and if it successfully starts its main initiative turn with a grabbed PC it will fly up 6 and drop the PC down on the ground.</p><p></p><p>Phase 2 </p><p>Ends when the creature reaches 1/4 hit points. During this phase the dragon will use it's breath weapon whenever it recharges. It will actively target its attacks at the greatest perceived threat and fly up to recharge it's weapon as possible. PCs can theoretically use this time second wind, heal check, gain tactical positioning, etc..</p><p></p><p>Phase 3 </p><p>Ends when the creature dies. At this point it will try to cast players off the top of the ledge, however in its weakened state it will not be able to fly at it's full speed of 8. This should allow sufficient time for the players to make some saves, teleport, daze, etc.. the dragon.</p><p></p><p>Party consists of a Resourceful Warlord, Cunning Bard, Hexblade, Assassin and a Paladin with a 2-handed hammer (not sure of build).</p><p></p><p>They have 4 minor action heals, a daily that heals 5 on a successful hit, and will find a handful of healing potions among the remains of the Orc chieftain and shaman they just slew.</p><p></p><p>Possible ways to turn down the threat level. At bloodied the spirit of a long dead green dragon (who is upset at the intrusion of the red) might offer them some resistance to fire, or could ease their fall if they are thrown off the top en masse.</p><p></p><p>Thoughts? Pitfalls? Improvements?</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5446895, member: 89625"] Daren, E'an, and Thadeous, don't read this one. Would like suggestions on refining this solo and then discussion of tactics. [sblock=stat block] Template - Young Red Dragon from Monster Vault 332 hps, Move 6, Fly 8 (hover) Restist Fire 15 Saving Throws +5; Action Points 2 Initiative +8; Perception +11; Darkvision [B]Traits[/B] Burning Blood - Once bloodied the dragon deals 5 fire damage to opponents that strike it in melee. Action Recovery - Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive Assault - On an initiative of 10 + its initiative check, the dragon can use a free action to use bite or claw. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack. [B]Powers[/B] Bite (fire) At-Will Attack: Melee 2 (one creature); +12 vs. AC Hit: 2d10 + 6 damage. The target is grabbed and takes ongoing 5 fire damage, or ongoing 10 fire damage if the dragon is bloodied, until the grab ends (escape DC 19). Claw At-Will Attack: Melee 2 (one or two creatures); +12 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature Hit: 2d8 + 5 damage, and the dragon grabs the target (escape DC 16) if it has fewer than two creatures grabbed. Breath Weapon (fire) Recharge 5/6 Attack: Close blast 5 (creatures in the blast); +10 vs. Reflex Hit: 2d12 + 7 fire damage, or 2d12 + 17 fire damage while the dragon is bloodied. Miss: Half damage. [B]Triggered Actions[/B] Tail Strike At-Will Trigger: An enemy leaves a square within 2 squares of the dragon. Attack (Immediate Reaction): Melee 3 (the triggering enemy); +10 vs. Reflex Hit: 1d6 + 5 damage, and the target falls prone. Bloodied Breath Encounter Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. [/sblock] [sblock=Scenario] This dragon carries a vestige of the elements themselves. Hatched in a erupting volcano, the dragon is a way of introducing the a theme of elemental dragons. The standard dragon is dangerous enough so I did not want to add too much more. I want the dragon to play with them, reveling in its power for the first portions of the fight and then make marked transitions by first focusing it's fire, then getting really dirty. Fight takes place on either a 100 or 150 feet tall pillar of rock. Access between the two levels is by steep stairs. The PCs exit a tent at the top level and may engage the enemy at either location. Dragon is currently having fun burning slaves and throwing them off the 100 foot high level. I figured this would be my way of warning the PCs about the danger of the dragons Grabs. [/sblock] [sblock=Tactics] My thoughts on tactics was to split in to 3 phases which would represent the creatures perception of the threat level. Phase 1 Ends when the creature reaches bloodied. During this phase it will use it's breath weapon once then toy with the PCs. It will spread it's attacks around a bit and if it successfully starts its main initiative turn with a grabbed PC it will fly up 6 and drop the PC down on the ground. Phase 2 Ends when the creature reaches 1/4 hit points. During this phase the dragon will use it's breath weapon whenever it recharges. It will actively target its attacks at the greatest perceived threat and fly up to recharge it's weapon as possible. PCs can theoretically use this time second wind, heal check, gain tactical positioning, etc.. Phase 3 Ends when the creature dies. At this point it will try to cast players off the top of the ledge, however in its weakened state it will not be able to fly at it's full speed of 8. This should allow sufficient time for the players to make some saves, teleport, daze, etc.. the dragon. Party consists of a Resourceful Warlord, Cunning Bard, Hexblade, Assassin and a Paladin with a 2-handed hammer (not sure of build). They have 4 minor action heals, a daily that heals 5 on a successful hit, and will find a handful of healing potions among the remains of the Orc chieftain and shaman they just slew. Possible ways to turn down the threat level. At bloodied the spirit of a long dead green dragon (who is upset at the intrusion of the red) might offer them some resistance to fire, or could ease their fall if they are thrown off the top en masse. Thoughts? Pitfalls? Improvements? [/sblock] [/QUOTE]
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