Wizards of the Coast has previewed (part of) the stat block for one of its iconic monsters on social media. Take a look!
Sure...and your at the levels where a DC 30 knowledge check is not out of the question, where you might have access to some of the greatest libraries in the world....where you are friends with some of the esoteric scholars in existance.I don't think we know that the other age categories have that ability.
It might be very rare knowledge.
Sure...and your at the levels where a DC 30 knowledge check is not out of the question, where you might have access to some of the greatest libraries in the world....where you are friends with some of the esoteric scholars in existance.
Now a DM is fine to say that knowledge is just simply not around, its their world after all. But again we aren't talking about like the True Name of Asmodeus here, its not a state secret that's been stripped from the world mind or Vecna is personally guarding or xyz. To a very high level group of characters....its just the kind of knowledge they deal with all the time.
Banish is limited to 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).
no one is talking about 20th level. Pick lvl 15 (in which a CR24 should be a legit true encounter)... same idea.I think you are at once expecting too much and too little out of level 20 characters.
An ancient dragon is just not that important for a level 20 party. It might be part of their story but at that point not the focal point.
If people want that then they should play lower level.
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.
You could still have the Alert feat, but I agree its a crazy high Initiative. But all that pales by comparison with Banish.
Even an upcast Healing Word will undo the damage from the Fire Breath on a passed save.
Its a moot point now, Banish with a DC 24 CHA save, 3-4 times per round is an Auto-win for the dragon. Without specific prep against Banish the Party should be defeated.
It gets to use it 3-4 times per round. Its virtually unpassable for 2/3rds of character classes and a hard DC for the other 4 classes.
Its a +67% increase in Hit Points - OF COURSE IT AFFECTS ITS CHALLENGE RATING!
Under the current (broken) saving throw system that Banish from the gold Dragon is 100% insane.
So by definition its lost "A FRACTION" of its health.![]()
The banishment lasts until the start of the dragon's next turn. The target is going to lose their turn whether they come after or before the dragon in initiative order.I will say a DM does have to be careful, you never want to banish a character after that characters turn....otherwise they will pop back in before they go and will never lose their turn. Its a time when the DM has to "cheese" knowledge of the initiative order to get the full bang for their buck out of the ability.
How does the Cleric do that on a single turn? They can't use two spell slots, so is that a Channel Divinity healing of the Wizard or something?Cleric Heals the Wizard and Bonus Action Healing Word to self...then takes a Guided Bolt for 27 damage.
Sure, but the dragon wisely banished the Fighter first. However, in the 4-6 rounds you outlined, Weakening Breath would've saved 20-30 points of damage from the Rogue, which is something. And if there were a second damage-dealer in the party (another Rogue, a Dex-based Fighter, a damaging spellcaster, etc.), it would've been even more useful. Depending on party makeup, hitting them with Weakening Breath on the first round to mitigate low-Strength threats could be a good idea.No need to use Weakening Breath until you are 1 vs 1 with a Fighter...which would be against the Fighter's best save.