• NOW LIVE! -- One-Page Adventures for D&D 5th Edition on Kickstarter! A booklet of colourful one-page adventures for D&D 5th Edition ranging from levels 1-9 and designed for a single session of play.
log in or register to remove this ad

 

D&D 5E 5e Updates: Monstrous Compendium

Stalker0

Legend
I've updated Dragotha. I tried to add some more of its 3.5e flavor back with a quickened breath and paralyzing gaze. I also cleaned up a few things.

I think it probably needs one more pass to be finished, but that is for another day.
He's back baby! My initial thoughts (I didn't dig into CR math or anything yet).

There is a lot to like about this bad boy:

1) Overall this Dragon really feels like an epic creature. Its got nigh immunity to magic (with those saves your passing even the strongest level 20 saves (DC 19 by default) on anything but a 1, and of course you get advantage. You have a solid AC (with shield especially) and hitpoints. You have restraining, stunning, and incapacitation to keep the party tripped up. You have teleportation when the party releases their battlefield control spells, and of course the ultimate breath that counters almost any magical buff or gimmick the party can throw at you.

Offense wise, a killer breath weapon that does enough damage that an immediate death is possible for even a 20th level character (and of course a power word kill as a backup).

I think this guy has all the tools to take on 20th level parties and have them quaking in their boots, I like it!

2) Considering an at-will shield spell, I think its worth also noting this in the reaction section, as its a major power boost to the Dragon's defenses (AC 26 with that on....yeah!)

3) Scorching Ray is such a feeble attack that its barely worth mentioning in the statblock. Even with resistance to necrotic the necro blast is normally better, as it should be for an undead dragon. I would just remove the scorching blast, I think its overkill.

4) Withering Grasp, the text is a little confusing here. I think the intention is you loose necro resistance for an hour...and can make a save every round to get out of the restrained....but people could also read this as a save every round to get back their neco resistance, so could just use a little clean up.

5) Quicken Breath. I like the mechanic. I do agree with the poster above that on a quick read its very easy to think it works with either breath, so you may want to clarify it further. Something like "when using your breath weapon (Necrotic Blast version), or something to that end.
 

log in or register to remove this ad

dave2008

Legend
He's back baby! My initial thoughts (I didn't dig into CR math or anything yet).
Thank you as always for the comments.
There is a lot to like about this bad boy:

1) Overall this Dragon really feels like an epic creature. Its got nigh immunity to magic (with those saves your passing even the strongest level 20 saves (DC 19 by default) on anything but a 1, and of course you get advantage. You have a solid AC (with shield especially) and hitpoints. You have restraining, stunning, and incapacitation to keep the party tripped up. You have teleportation when the party releases their battlefield control spells, and of course the ultimate breath that counters almost any magical buff or gimmick the party can throw at you.

Offense wise, a killer breath weapon that does enough damage that an immediate death is possible for even a 20th level character (and of course a power word kill as a backup).

I think this guy has all the tools to take on 20th level parties and have them quaking in their boots, I like it!
Glad you think so too!
2) Considering an at-will shield spell, I think its worth also noting this in the reaction section, as its a major power boost to the Dragon's defenses (AC 26 with that on....yeah!)
I thought about possibly an * w/ a note in the spellcasting section or possible in the armor class line, but generally I agree that it should be highlighted (I based the CR on it always being up).
3) Scorching Ray is such a feeble attack that its barely worth mentioning in the statblock. Even with resistance to necrotic the necro blast is normally better, as it should be for an undead dragon. I would just remove the scorching blast, I think its overkill.
The reason I have it is Dragotha can use a legendary action to cast an at will spell. So it gives a damage option to use the extra action after you use the teleport to change locations. Also, 3 scorching rays (one / LA) gives you 18d6 of damage if your opponents have necrotic resistance or they are too spread out to make necrotic blast effective.
4) Withering Grasp, the text is a little confusing here. I think the intention is you loose necro resistance for an hour...and can make a save every round to get out of the restrained....but people could also read this as a save every round to get back their neco resistance, so could just use a little clean up.
Yes, that is the intent and I realized it could be misconstrued. I just haven't settled on better language yet.
5) Quicken Breath. I like the mechanic. I do agree with the poster above that on a quick read its very easy to think it works with either breath, so you may want to clarify it further. Something like "when using your breath weapon (Necrotic Blast version), or something to that end.
I will think about it, but honestly it is not the worst mistake if someone assumes it works on both.
 


dave2008

Legend
I have added the ocean terror - the Megalodon!

EDIT: I just check and if the Meg lands everything (bite+charge+chomp+crush) on a target in one round it will do 104 average damage on that target. Yummy!
 
Last edited:





dave2008

Legend
And now the chromatic dragons are complete!
I will be taking a break from dragons for quite some time now. In fact I will be taking a mini-break from this thread for a bit to focus on my immortal level work for a while. I will still take break and post a monster or two while I am working on gods, but most of my work next month or 2 will focus on gods and how to play them.
 

Quartz

Adventurer
And more dragons! I've added the black dragons, just the blue dragons to go!

Does Dragon Magic create all of those spells in one go? Surely not.

If you want to make Dissolve nastier, specify that a creature killed is dissolved so cannot be Revivified or Raised - you'd need Resurrection to bring them back.

Acidic Gloom seems a bit wimpy at 10' radius given the size of the thing. Make it 30' or 100'.
 

dave2008

Legend
Does Dragon Magic create all of those spells in one go? Surely not.
No, it should read: "...to create one of the following spell-like..." Ugh, I will have to go back and fix that on all of the dragons!
If you want to make Dissolve nastier, specify that a creature killed is dissolved so cannot be Revivified or Raised - you'd need Resurrection to bring them back.
That is a good idea. I will think about adding that to the higher CR dragons.
Acidic Gloom seems a bit wimpy at 10' radius given the size of the thing. Make it 30' or 100'.
I will think about it. It is the same size aura I made for the red dragon but I have the white dragon a 15-foot radius. 30' might be doable, but I think 100' is probably to wide
 
Last edited:

dave2008

Legend
Does Dragon Magic create all of those spells in one go? Surely not.

If you want to make Dissolve nastier, specify that a creature killed is dissolved so cannot be Revivified or Raised - you'd need Resurrection to bring them back.

Acidic Gloom seems a bit wimpy at 10' radius given the size of the thing. Make it 30' or 100'.
OK, I fixed dragon magic on all the dragons (there were other errors in level of spell and # of spells on some too).

I also added death to the Wyrm dissolve. Still deciding whether or not to carry ir down to other age categories.

I'm still thinking about gloom range
 

dave2008

Legend
Well, I'm a little daunted by work on deities at the moment, so I give the updated Ice Devil instead: Gelugon (standard, CR 14)

FYI, thought this revision is on the high end of CR 14, it is still technically CR 14. I thing this is one of those cases where the CR for the MM Ice Devil is just low.
 


Stalker0

Legend
Well, I'm a little daunted by work on deities at the moment, so I give the updated Ice Devil instead: Gelugon (standard, CR 14)
Attacks look good and interesting. My only concern is Undaunted. This thing is already really good against casters, its got high saves in the 3 important saves and magic resistance. Throwing on another escape card may feel bad for a "regular" monster. It is CR 14 so players are expected to bring it, but it felt a little overkill as I was reading it.
 

dave2008

Legend
Attacks look good and interesting. My only concern is Undaunted. This thing is already really good against casters, its got high saves in the 3 important saves and magic resistance. Throwing on another escape card may feel bad for a "regular" monster. It is CR 14 so players are expected to bring it, but it felt a little overkill as I was reading it.
That is a good point. I started by copying the pit fiend general which had a similar, but stronger ability. However, that fiend is CR 20. I also originally had more reactions so there was some loss for spending a reaction on undaunted. Consider it gone!
 

Dax Doomslayer

Adventurer
DRAGON TACTICS: ALTERNATE ACTIONS
All dragons have a typical claw/claw/bite attack and a breath weapon. However, as a dragon ages, not only does it increase in size, strength, magical ability, it also learns additional or improved methods of combat and tactics as indicated in the Dragon Tactics by Age table. The table list the age a dragon first learns to use a given tactic. Once it learns a tactic, it can use it at any subsequent age. A dragon may replace a standard action or a legendary action with any alternate action it knows as detailed in the alternate actions description.

DRAGON TACTICS BY AGE
AgeTactics Known
Wyrmling---
Young---
Juvenile---
Young AdultSnatch, Wing Buffet
AdultDive, Multi-claws, Strafing, Tail Sweep
ElderFlyby Slam, Throw
AncientSustained Breath
WyrmShaped Breath
Great WyrmDeath Breath

BREATH WEAPONS
The dragon's breath weapon is its most iconic and devastating attack. As a dragon ages it learns more ways to use its breath weapon. The Dragon Tactics by Age table indicates when a dragon is able to use the breath weapon options below.
  • Death Breath. When a dragon reduces a creature to 0 hit points with its breath weapon, it dies.
  • Shaped Breath. When a dragon uses its breath weapon, it can mold it to avoid creatures of its choice in area or line of effect. The dragon can exclude a number of targets equal to its Intelligence modifier from taking damage from its breath weapon.
  • Strafing. If a dragon moves in a straight line in the same round that it uses its breath weapon, it can add the movement to the length of its breath weapon. For cone shaped breath weapons, the added length is a line the width of the cone added to the end of the cone.
  • Sustained Breath. The dragon continues using its breath weapon on the turn after it initiated its breath weapon. If it does so, it cannot take any Actions on its turn after sustaining its breath weapon.
DRAGON MANEUVERS
As a dragon ages it learns from its many years of battle and conquest, adding new maneuvers to its arsenal of attacks. The Dragon Tactics by Age table indicates when a dragon is able to choose the attack options below.
  • Throw. Instead of its multiattack action, the dragon makes a bite attack. On a hit, if the target is two size categories smaller than the dragon, the target is also grabbed and thrown 60 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
    • Ancient: Increase the distance a creature is thrown to 80 feet and the save DC to 20.
    • Great Wyrm: Increase the distance a creature is thrown to 100 feet and the save DC to 23.
  • Tail Sweep. Instead of its multiattack action, a dragon can make a Tail Slam attack against each target in a cone the length of its Tail Slam's reach. On a failed save, the target is knocked prone or pushed 10 feet*, the dragon's choice, but not stunned.
    • Ancient: The distance a creature is pushed increases to 20 feet.
    • Great Wyrm: The distance a creature is pushed increases to 40 feet.
DRAGON FLIGHT & MANEUVERS
The flying speed provided in a dragon's stat block describes its typical combat speed. The speed at which it can execute quick turns and combat maneuvers. However, dragons are capable of much greater speeds. All true dragons have the following trait.
  • Overland Flight. When a dragon is not engaged in an encounter and has flown in a straight line for at least 2 rounds, it can move at 10 times its flying speed.
Flying Dragons have a number of tactics available to them they are not available once they have landed. The Dragon Tactics by Age table indicates when a dragon is able to choose one of the aerial maneuver options below.
  • Multi-claws. When a flying dragon takes the multiattack action, it can make four claw attacks instead of two claw and one bite attack, if it is attacking another airborne creature.
  • Crush. An airborne dragon can use an action to land in the space of creatures one size category below its own. The dragon makes one claw attack on each creature in its space. On a hit, the target is also knocked prone and grappled. On a miss, the creature can use a reaction to move to a space adjacent to the dragon. If that target can't use a reaction or doesn't want to move, it is grappled. A target grappled this way is also restrained. A creature is no longer grappeld by the dragon if it moves or makes a claw attack on a different target.
  • Dive. If a dragon flies straight down toward an airborne target for at least 60 feet, it can use an action to make a claw attack on the same turn. On a hit the target takes double damage and must make a DC 17 Constitution saving throw or be stunned.
    • Ancient: Increase the save DC to 20.
    • Great Wyrm: Increase the save DC to 23.
  • Flyby Slam. If a dragon flies at least 20 feet straight toward a target and then makes a Tail Slam attack, on a hit the attack does double damage and the dragon does not provoke opportunity attacks when it flies out of an enemies reach. Additionally, this attack does quadruple damage to objects and structures.
  • Snatch. If a dragon flies at least 20 feet straight toward a target and then makes a Bite attack, and the target is three size categories smaller than the dragon, the target is also grappled on a hit. A creature grappled this way is also restrained and moves with the dragon. The dragon cannot make claw attacks against a creature it has snatched, in the same turn the creature was snatched.
  • Wing Buffet.If the dragon moves at least 40 feet and comes to a stop on its turn, all attacks against the dragon are at disadvantage, the dragon gains a +5 AC bonus against ranged attacks, and the dragon must land at the end of its turn. If the dragon is within 15 feet of the ground containing loose dirt and debris when it stops, all creatures within 150 feet of the dragon must make a DC 15 Constitution saving throw or be blinded. All effects last until the start of the dragon's next turn.
    • Elder: Increase the distance above the ground to 20 feet, the range to 180 feet, and the save DC to 17.
    • Ancient: Increase the distance above the ground to 25 feet, the range to 210 feet, and the save DC to 19.
    • Wyrm: Increase the distance above the ground to 30 feet, the range to 240 feet, and the save DC to 22.
    • Great Wyrm: Increase the distance above the ground to 40 feet, the range to 270 feet, and the save DC to 25.
Dave, is "Crush" and "Strafing" missing from your Dragon Tactics chart? Or is assumed that all dragons have this ability (granted the smaller dragons wouldn't more than likely be able to use Crush it except to small or tiny creatures)? These two abilities aren't listed in the age matrix.
 
Last edited:

dave2008

Legend
Dave, is "Crush" and "Strafing" missing from your Dragon Tactics chart? Or is assumed that all dragons have this ability (granted the smaller dragons wouldn't more than likely be able to use Crush it except to small or tiny creatures)? These two abilities aren't listed in the age matrix.
Strafing is listed on the chart for Adult dragons, but I did forget to add Crush, My inclination is to put it at Adult, but Elder might be better. What do you think? In 3e Crush was based on size (Huge) and all dragons are Huge by the time they are Adult dragons
 

Dax Doomslayer

Adventurer
I think I'd agree with your inclination with regard to Crush and make it an Elder trait. I think once a dragon hits the Elder phase, they should have a few more tricks up their sleeve.
 


An Advertisement

Advertisement4

Top