Wizards of the Coast has previewed (part of) the stat block for one of its iconic monsters on social media. Take a look!
PorYes but if one of the PCs cannot die each round the fight is a complete formality and over before it begins.
Agreed.
If I was designing the basics, off the top of my head:
ACTIONS
2 x Claw: 52 (12d6 +10) slashing, maximum damage (changed to bludgeoning) vs. a Prone Target
Bite: 88 (12d12 +10) slashing, plus thrown or grabbed. Bit adds +27 (6d8) fire damage the round after it has used its fire breath.
or
Fire Breath: 145 (30d8) fire; save for half; failure adds the burning condition
REACTIONS (Reacting to a Specific PC's turn)
Spell: Chooses one of its spells (Guiding Bolt lets say): 24 (7d6) radiant, plus Blinded until end of next turn
Sulfurous Snort: 21 (6d6) poison (fireball size area), save for half or also poisoned (weakened) save ends. Poison cloud lingers until end of the dragon's next turn.
Tail Sweep: 37 (6d8 +10) bludgeoning (30' cone), plus DEX save or knocked prone
Wing Buffet: 25 (6d4+10) bludgeoning, plus CON save or Blinded condition (save ends)
Edit: I fixed the claw damage, should be d6's, not d4's.
Inspiration might not help you at all.
You do not get to add proficiency to initiative naturally, you get your dex mod. Even a Rogue with a +5 is incapable of going before the dragon if the dragon rolls a 10 and gets a total of 26. Because you cannot crit initiative per the rules, so they max at 25.
I really think people are underestimating how game changing expertise in initiative is.
It doesn't need to sneak up on them. Heck, since surprise is just disadvantage at Initiative, the PARTY could sneak up on the dragon, and it is still likely to act before any of them. And it doesn't need to drop the wizard in the first move, because it still has legendary actions.
You keep acting like the cleric being able to spend their entire turn on damage control, instead on trying to take out the dragon, is somehow a death sentence for the dragon. Sure, Heal the wizard, that means you didn't do anything else. Like heal yourself.
Okay? We are talking anywhere between just using its legendary actions and one turn. That isn't "ignoring" anyone in any meaningful degree.
This really is starting to feel more like "I can't think of a way to dismiss this". There is counter-play to high DC abilities like Banishment. And it can only effect one creature at a time.
What do you mean by exact same CR? Obviously it will be harder, but also that doesn't mean it becomes CR 25.
And the new ones have been massively improved by what I've seen of other monsters.
Nothing? We have very different definitions of nothing. We are talking close to 1/5 of their health.
Banishment can only be used once per round.Okay so now we have seen the entire stat-block what does everyone think? I think now that we have seen Banish is 3-4 times per round with a DC 24 Charisma save the dragon has went from vastly under-powered to probably overpowered and broken. Unless your group features a Bard, a Paladin a Sorcerer and a Warlock that save DC is a 1 in 20 (even then assuming your GM uses 20 is always a save).
A lot depends were the banished character returns too. If the dragon has an escape proof cell or a pit of certain death in it's lair it can effectively automatically neutralise one character per round (it makes no mention of line of sight). Which means the dragon wins by default in 4 rounds (CR calculations assume a party of four).Banishment can only be used once per round.
It looks nice. I don't think it can challenge a full lvl20 party, but nice.
Hmm, characters teleport around a lot and don't tend to instantly die at tier 4.A lot depends were the banished character returns too. If the dragon has an escape proof cell or a pit of certain death in it's lair it can effectively automatically neutralise one character per round (it makes no mention of line of sight). Which means the dragon wins by default in 4 rounds (CR calculations assume a party of four).
A larger party of lower level have a better chance in this situation.
Banishment can only be used once per round.
It looks nice. I don't think it can challenge a full lvl20 party, but nice.
Good thing. Combat should be about tactics, not luck.Crit damage is irrelevant (nearly all attacks do the same damage) - there's no "...well you certainly don't want this Bite to Crit!"
I mean, if you fight in the best way for a fighter to fight it, sure. But the dragon can use its reach. Maybe try a sharpshooter build.Ran a loose mock-up of the Dragon 1 vs. 1 against my Level 20 Fighter (back before he gained the Epic Boons and the Blaster Rifle)/Powered Armour).
Fighter was AC 28 and has a +1 Sword that deals +2d6 vs. Spellcasters and Spellcasting Creatures. 20 Str, 20 Con with Luck and Toughness feats, 267 HP (IIRC).
So with +12 he hits the dragon on a 10, Battlemaster gives him 6 additions of +d12 on to hit rolls, + 3 uses of Luck (normally used to get the enemy to reroll a crit).
For simplicity I'll ignore Crits (even though they favour the Fighter when he Action Surges in the first two rounds, though the dragon does higher damage per hit, so they favour it in the long run).
Fighter hits on a 10, Dragon on 11, 55% and 50%. Both get 4 attacks per round (4 Rends for the Dragon the latter with a Legendary Action). Fighter Action Surges rounds 1-2 and lets say uses Battlemaster and Luck so he likely hits 8 out of the the first nine misses.
Dragon: R1: 56 dmg, R2: +56 (112 - 25 Second Wind = 87), R3 +56 (143), R4 +56 (199), r5 +56 (255)...R6 Dragon wins.
Fighter: R1: 140 dmg, R2: 140 dmg (280), R3: 38.5 dmg (318), R4 38.5 dmg (357), R5 +38.5 dmg (395)...R9 Fighter wins.
Maybe not as close as I suspected although the Dragon's Blindsight negated the usual Cloak of Displacement option (swapped out for a Cloak of Resistance here) - had that worked I think the Dragon needs 11 rounds to win (on average).
However, this lone Fighter deals 395 damage which is probably more than the Cleric + Fighter + Rogue + Wizard do combined if the Dragon is using Banish.