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*Dungeons & Dragons
2025's Ancient Green Dragon Stat Block From The New Monster Manual
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<blockquote data-quote="Stalker0" data-source="post: 9420867" data-attributes="member: 5889"><p>My general takes:</p><p></p><ul> <li data-xf-list-type="ul">I do like the new statblock format. Its tight and clean and gets the job done.</li> <li data-xf-list-type="ul">The shift from legendary actions to reactions I am fine with if they keep this style, which ensures at least one reaction is pretty much always an option (in this case anytime a creature ends its turn where the dragon can see it). I do believe they have said conditions that don't deny actions won't deny reactions earlier in the playtest, so its fine and it uses existing mechanics more so I think its probably a better call.</li> <li data-xf-list-type="ul">I like the high initiative and advantage for the creature. This creature is going to get QUICK, and that's good for a boss monster.</li> <li data-xf-list-type="ul">Was hoping for a change to LR, but alas. It does its job, but man is it anti-climatic.</li> <li data-xf-list-type="ul">I will also admit my first impression of the dragon damage is low. Yes its better than before, but dragon damage at high CRs was WAY too low, people just underestimate how much pain it takes to threaten a CR 15+ party. That said, the green is the most "controllery" of dragons, and a charm monster that can target 2 creatures (if the lvl 5 version of charm monster hasn't changed) pretty much after each person takes their action is pretty Hoss, though lets not forget PCs will have advantage on these saves since they are in combat.</li> </ul><p>this leads back to my innate problem with a lot of high level monsters....they rely too much on active defenses. I could see this dragon takes its first action to cast cloudkill on itself, so it not only does damage to the party but its very hard to take on. OR If this dragon gets its first few charm monsters off, then you have a party that literally can't attack the dragon, and it just takes them out one at a time. But if those saves fail (or the party just has immunity to charm through several high level methods)....than the dragon just isn't that tough. 21 AC and 400 hitpoints is NOTHING to a high level party, especially with the buffs they are getting in 2024.</p><p></p><p>I would like to some more passive abilities that are always functional, to ensure the dragon just can't get destroyed in one round if the dice don't go the DMs way.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9420867, member: 5889"] My general takes: [LIST] [*]I do like the new statblock format. Its tight and clean and gets the job done. [*]The shift from legendary actions to reactions I am fine with if they keep this style, which ensures at least one reaction is pretty much always an option (in this case anytime a creature ends its turn where the dragon can see it). I do believe they have said conditions that don't deny actions won't deny reactions earlier in the playtest, so its fine and it uses existing mechanics more so I think its probably a better call. [*]I like the high initiative and advantage for the creature. This creature is going to get QUICK, and that's good for a boss monster. [*]Was hoping for a change to LR, but alas. It does its job, but man is it anti-climatic. [*]I will also admit my first impression of the dragon damage is low. Yes its better than before, but dragon damage at high CRs was WAY too low, people just underestimate how much pain it takes to threaten a CR 15+ party. That said, the green is the most "controllery" of dragons, and a charm monster that can target 2 creatures (if the lvl 5 version of charm monster hasn't changed) pretty much after each person takes their action is pretty Hoss, though lets not forget PCs will have advantage on these saves since they are in combat. [/LIST] this leads back to my innate problem with a lot of high level monsters....they rely too much on active defenses. I could see this dragon takes its first action to cast cloudkill on itself, so it not only does damage to the party but its very hard to take on. OR If this dragon gets its first few charm monsters off, then you have a party that literally can't attack the dragon, and it just takes them out one at a time. But if those saves fail (or the party just has immunity to charm through several high level methods)....than the dragon just isn't that tough. 21 AC and 400 hitpoints is NOTHING to a high level party, especially with the buffs they are getting in 2024. I would like to some more passive abilities that are always functional, to ensure the dragon just can't get destroyed in one round if the dice don't go the DMs way. [/QUOTE]
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2025's Ancient Green Dragon Stat Block From The New Monster Manual
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