Wizards of the Coast has previewed (part of) the stat block for one of its iconic monsters on social media. Take a look!
I was considering what the highest banishment "drop" could be...Considering that dragons can fly, an ancient gold dragon flying at an altitude of 80 feet can easily use banish to teleport the PC to an altitude of 200 feet.
Like most dragons, outside in the open is almost impossible to fight. Why would it attack at all? Fly in, banish, fly up and away and then place the banished victim way up in the air to fall to their death.I was considering what the highest banishment "drop" could be...
Against a three member party...
Dragon begins at 120 feet up. (range of banishment).
First character acts. Dragon uses Banish
Second character acts. Dragon uses Pounce and flies 40 feet straight up (half speed)
Third character acts. Dragon uses Pounce and flies 40 feet straight up
Dragon acts, flies upwards 160 feet with Dash.
Banished character returns 480 feet up in the air and falls...
Against a four member party in the lair, we can increase that to 520 feet, which means given terminal falling speed (from XGE) the banished character falls 500 feet and still doesn't hit the ground when they return...
Cheers!
because its a legendary action, this is not true. I will give you an example.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.
Certain death....isn't so certain at the levels you are going to face this dragon.You know, I get that people CAN do things. But having a pit of certain death that the dragon can drop people in is just... poor gamesmanship in my opinion.
When dealing with 20th level characters, they have plenty of tools for avoiding certain death.You know, I get that people CAN do things. But having a pit of certain death that the dragon can drop people in is just... poor gamesmanship in my opinion.
Who casts Feather Fall. Not really a big deal at that level.Considering that dragons can fly, an ancient gold dragon flying at an altitude of 80 feet can easily use banish to teleport the PC to an altitude of 200 feet.
[/QUOTE]I don't care if you think it "pales in comparison" I was still making a point. Which was that the idea of the dragon hitting all or most of the party with its breath weapon is not absurd if, even surprised, the Dragon can still reliably go first in the initiative.
Sure, a 6th level healing word can heal one member of the party from a successful save against the fire breath. The dragon dealt damage to three people. What do you do for the other two? Oh? Cast an even stronger spell? Okay.
Convenient how you've not run out of any spells at all and were fully rested before fighting this Boss Encounter of a solo monster by itself, so that you can be the most powerful you could possibly be.
You misread the ability, but you also are ignoring the OTHER legendary actions. Like the 7d6 Guiding Bolt that is going to grant them advantage on their next hit for crit fishing. That is 24.5 average damage per hit at range.
Again, you seem to hyper-fixate on the one thing you can't dismiss by just yelling out a 6th or higher level healing spell, but the Dragon could potentially hit the cleric with the Fire Breath and two Guiding Bolts, dealing a potential 120 damage BEFORE THE CLERIC CAN DO ANYTHING. That is a decent chance of dropping your heal bot.
Creatures of the same CR have some pretty big varieties in HP.
And, if the whole point of your argument was this dragon was far too weak to take seriously... wouldn't increasing its hp be a good thing?
No it isn't.
3/4 is by definition a fraction too.
If you can lose one-fifth of your health as part of your allies losing seventy percent of their health? That's not only not nothing, but it is troubling.
Especially when you realize the Dragon's rend attack does about the same damage, as does its legendary attacks, and now you are looking at potentially 6 attacks that can take about 1/5th of your health, after having lost 1/5th of your health. Which in two turns is 7/5ths. And... that's not good for you surviving actually.
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?
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.