Matrix Sorcica
Hero
WotC on the loose!the weird thing about saves is the cr doesn’t count stats. I can give a creature a 20 stat no problem...but a 10 stat with a +5 save gets a cr look
WotC on the loose!the weird thing about saves is the cr doesn’t count stats. I can give a creature a 20 stat no problem...but a 10 stat with a +5 save gets a cr look
Good suggestions as always. I'm doing some yard work, but will take this into account this afternoon or evening. Thanks!Alright, White Dragon!
1) I think Brutal Rage is fine for the more brutish motiff. If you wanted other options, you could go with the barbarian reckless attack option (it has advantage on all attacks, but receives advantage on attacks against it).
2) I like the theme of frost breath and continue to like how each dragon's breath shakes up the fight in significantly different ways. You could consider an acrobatics check instead of a dex save for walking on the ice, as that is less of a direct "take THIS!" effect, and more of a "player does it their way" kind of thing. I always like to see skills used in fights when it makes sense, as its an easy way to let certain players show off their skills.
3) Since the White dragon is meant to be the brute, one way to show that off that hasn't been used for the dragon's so far is some kind of enhanced critical. Maybe extra damage on a crit or a wider range.
4) Icy Spittle: Same critique as I have with these really low damage attacks. Also, I actually do not like the name "icy spittle", it actually sounds very lame to me
5) Breath Weapon: The petrified idea is very.... wait for it.... coolThat said, I actually think the effect is too much at the CR 14 level. I don't mind the effect itself, but there is no way to get out of it in a fight except for a very specific spell. At higher CRs by all means, parties should have every tool in the belt in the CR 20+ range, but at CR 14 that is still up in the air. I would add in either some way for fellow party members to help you...or maybe throw in X fire damage will release you (and some of that can do damage to the person to make it more interesting). On the flip side I think you can bump the magic drop a bit more, like 3rd level. Ultimately this means the dragon will have to deal with the "wall spell" problem I mentioned early...but it is a brute, its supposed to be corralled and contained by tactics.
Good comments, thank you! The black is the one I feel needs the most work, right not it doesn't even meet the CR listed. I just wasn't sure what direction to take to stream line it. It will need another pass or two/Black Dragon
1) Tail Sting is my favorite of these abilities so far. Good damage, and is actually the more "realistic" of the abilities (if that word can ever really be applied to dragons).
2) My only issue with acidic blood (other than the blue also has the equivalent), is that knowing my party (since this is a lurker) their first response when the dragon hides is going to be is "ok I'm looking at its blood trail to find". Now mechanically the DM can rule it as the see fit, but its one of those I have a hard time going "the blood is so intense that it does damage!" and "oh the blood is innocuous you can't really track with it"
3) Swamp Glide is a solid lurker ability. You could also consider some kind of camouflaged ability when the creature is lying still in swamp if you want to take this up another notch.
4) I keep going back and forth on Gloom. First, I love the concept and effect, a dragon that casts darkness is just terrifying. I would first make the area bigger, a 20 foot radius is not super large when a dragon is 15 by 15!
I am also thinking you don't let the dragon see in the magical darkness, as giving it advantage on all attack rolls (and the party having disadvantage on all attack rolls) may be too much. The dragon has blindsense so it can hunt that way in the dark, and can always use its breath to avoid the disadvantage. And then there is the question of whether the breath removes the darkness as a magical effect.
So I'm going to ponder it, I feel there's some polish that needs to go there, a simple (I can see and you can't) may be too punishing to players. On the other hand the breath is not as punishing on effect as some of the other dragons so maybe its okay....hmm.
Its better to think of it in "square math". A 20 ft radius effect is 44 squares (using the spell templates). A huge dragon is 3 x 3 or 15. In regular math the dragon takes up about 18%, in square math its about 34%, almost double the difference. If you wanted to get even more stingy you would note that the dragon cannot fit on the edges without revealing itself, so its actual 36 squares (42%). Further, a dragon on the corner of the area can only move 15 ft and stay in the darkness, so in effect he is almost static within the area. That may not change your conclusions, but just noting that square math is the way to go when thinking about this things because it is a sizable difference.My only thought at this time regarding gloom is: the area of the gloom is 1,256 sq. ft., and the dragon's space is only 225 sq. ft. Perhaps that is not enough, but it is close IMO. But at this point I am not even sure if I keep or what I might change about it.
Actually just giving it a bonus to melee damage worked.1) I think Brutal Rage is fine for the more brutish motiff. If you wanted other options, you could go with the barbarian reckless attack option (it has advantage on all attacks, but receives advantage on attacks against it).
Done!2) I like the theme of frost breath and continue to like how each dragon's breath shakes up the fight in significantly different ways. You could consider an acrobatics check instead of a dex save for walking on the ice, as that is less of a direct "take THIS!" effect, and more of a "player does it their way" kind of thing. I always like to see skills used in fights when it makes sense, as its an easy way to let certain players show off their skills.
Done - see the Savage trait.3) Since the White dragon is meant to be the brute, one way to show that off that hasn't been used for the dragon's so far is some kind of enhanced critical. Maybe extra damage on a crit or a wider range.
Renamed Ice Bolt, minor damage bump, & made it a spell attack4) Icy Spittle: Same critique as I have with these really low damage attacks. Also, I actually do not like the name "icy spittle", it actually sounds very lame to me![]()
I gave an easier method to recover, alternately I could make it 3 saves before your frozen. That was my original intent, but it became lengthy and I remembered the CR 3 basilisk has the same effect on only 2 saves (restrained & then petrified).5) Breath Weapon: The petrified idea is very.... wait for it.... coolThat said, I actually think the effect is too much at the CR 14 level. I don't mind the effect itself, but there is no way to get out of it in a fight except for a very specific spell. At higher CRs by all means, parties should have every tool in the belt in the CR 20+ range, but at CR 14 that is still up in the air. I would add in either some way for fellow party members to help you...or maybe throw in X fire damage will release you (and some of that can do damage to the person to make it more interesting). On the flip side I think you can bump the magic drop a bit more, like 3rd level. Ultimately this means the dragon will have to deal with the "wall spell" problem I mentioned early...but it is a brute, its supposed to be corralled and contained by tactics.
Well, a basilisk is sorta the classic pretrification encounter, so two saves seem appropriate. Your white, for all its qualities, is not classic the same way. That points at 3 saves. On the other hand, monsters are only supposed to last 3 rounds more or less. That points to 2 saves. Hmm..I gave an easier method to recover, alternately I could make it 3 saves before your frozen. That was my original intent, but it became lengthy and I remembered the CR 3 basilisk has the same effect on only 2 saves (restrained & then petrified).
No CR adjustment, that is handled by the damage loss. There is an argument to be made it should be less damage than LR, since it also eats up a reaction.Edit edit: Do you adjust CR for unstoppable? Don't think it should, as it costs the effective hp from the DMG
OK, I will take another crack at it. I guess it makes sense to me as I let my spell casters spend spell slots and make arcana checks to do magical things outside their spell list.I like savage a lot. I think everything looks good except the breath.
im not digging the arcana check plus spell thing, just has a weird flavor to me. I still like using some fire damage or something to break them out, if the party is spending actions to free their friends you are already winning.
i would keep it at 2 saves, at 3 the petrify loses any real battle efficacy.
STR | DEX | CON | INT | WIS | CHA |
1 (-5) | 28 (+9) | 10 (+0) | 11 (+0) | 12 (+1) | 13 (+)1 |
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 12 (+1) | 13 (+1) | 11 (+0) | 13 (+1) | 12 (+1) |
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 13 (+1) | 14 (+2) | 15 (+2) | 14 (+2) | 14 (+2) |
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 14 (+2) | 16 (+3) | 15 (+2) | 15 (+2) | 16 (+3) |
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 14 (+2) | 16 (+3) | 15 (+2) | 15 (+2) | 16 (+3) |
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 16 (+3) | 17 (+3) | 16 (+3) | 17 (+3) | 18 (+4) |
STR | DEX | CON | INT | WIS | CHA |
21 (+5) | 18 (+4) | 20 (+5) | 18 (+4) | 20 (+5) | 22 (+6) |