mellored
Legend
The idea is to turn big creatures into multiple connected smaller ones.  Each part has it's own HP and turn.
This replaces legendary resistance, legendary actions, and multi-attack. As you get more turns to make saves, and do more small actions between PC turns.
AoE's only affect half the parts (rounded up). Monsters choice.
Teleport/banish needs to hit all living parts to succeed. Weaken it first.
Example
Adult Dragon (5 sub-creatures)
All parts have the following statistics unless otherwise noted.
Armor Class 19 (Natural Armor)
Hit Points 256 (19d12+133)
Resistance to element
Immune to Charm and Frightened (except the head)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Initiative: head (+ 10), wing (+5), claws (+0), tail (+5), body (-10)
Head:
AC: 24, advantage on Dex saves
HP 50
Move: 0'
Actions: Breath, Bite
Incapacitated: when Incapacitated, the rest of the parts Move and attack the nearest creature, irrelevant of alignment.
Body:
HP 200
Bonus Action: Dragons Heart: heal another body part 20HP, and take 20 damage.
Bloodied: recharge breath weapon.
Wings
HP 60
Move: Fly 60'.
Action: each creature within 10' cone a save or is pushed back.
Bloodied: reduce fly speed by 30', and drops 10' at the end of each turn.
Incapacitated: the dragon falls.
Tail:
HP: 40
Action: Tail whip
Claws
HP 50
Move: 20', climb 20'
Action: Make a claw attack
Bloodied: reduce speed by 5'
Incapacitated: can still move 10' until all parts are dead.
				
			This replaces legendary resistance, legendary actions, and multi-attack. As you get more turns to make saves, and do more small actions between PC turns.
AoE's only affect half the parts (rounded up). Monsters choice.
Teleport/banish needs to hit all living parts to succeed. Weaken it first.
Example
Adult Dragon (5 sub-creatures)
All parts have the following statistics unless otherwise noted.
Armor Class 19 (Natural Armor)
Hit Points 256 (19d12+133)
Resistance to element
Immune to Charm and Frightened (except the head)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Initiative: head (+ 10), wing (+5), claws (+0), tail (+5), body (-10)
Head:
AC: 24, advantage on Dex saves
HP 50
Move: 0'
Actions: Breath, Bite
Incapacitated: when Incapacitated, the rest of the parts Move and attack the nearest creature, irrelevant of alignment.
Body:
HP 200
Bonus Action: Dragons Heart: heal another body part 20HP, and take 20 damage.
Bloodied: recharge breath weapon.
Wings
HP 60
Move: Fly 60'.
Action: each creature within 10' cone a save or is pushed back.
Bloodied: reduce fly speed by 30', and drops 10' at the end of each turn.
Incapacitated: the dragon falls.
Tail:
HP: 40
Action: Tail whip
Claws
HP 50
Move: 20', climb 20'
Action: Make a claw attack
Bloodied: reduce speed by 5'
Incapacitated: can still move 10' until all parts are dead.
			
				Last edited: