D&D (2024) A Different Way To Run High Level Monsters

Overall I think the 2024 dragons are better. But if I really wanted a well crafted dragon I would use one by @dave2008

Maybe consider rolling separate initiatives each for the head, tail and wings, so the dragon's regular attacks are not bunched up.

Let us know how it goes.
I am going to post this in my Legendary Monster thread, but since you summoned me here, what do you think about this option. Here all the dragon's actions are legendary style actions. I started using this approach with my deity avatar stat blocks a year or two ago, but now I think it just might be the best way to handle solo monsters.

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Here's how my dragon encounter went. This is in my Baldur's Gate II game. The party is 14th level: Cormak (storm cleric), Ludwig (arcane trickster), Mergand (Bhaalspawn sorcerer; crits on 19-20, heals with magical kills, etc.), and Korgan (13th level Champion fighter). They have a lot of magic items and a couple of Boons each.

Session 65: 5/25/2025

The fight took pretty much the entire session. Players take time to choose what to do, roll dice, etc. I went with a more heavily modified Ancient Red Dragon using an idea I picked up from Enworld to split its HP into pools tied to different parts of the body. Each pool could get healing on its own (usually) and when it went down, Firkraag lost some capabilities.
Here’s the full statblock:
Jierdan Firkraag, Ancient Red Dragon
Gargantuan dragon
Armor Class 22 (Natural Armor)
Speed 40’, climb 40’, fly 80’
Str Dex Con Int Wis Cha
30(+10) 10(0) 29(+9) 18(+4) 15(+2) 23(+6)
Saves Dex +7, Con +16, Wis +9, Cha +13,+6 on saves vs. magic
Skills Perception +16, Stealth +7
Damage Immunities Fire
Damage Resistances Non-magical weapons
Senses Blindsight 60’, DV 120’, passive Per 26
Legendary Resistance [] [] []
Start of Turn
Roll fire breath recharge. (5-6 on a d6)
Hoard Healing. Coins from his hoard fly towards the dragon, melting in the heat of his blood and healing his most injured body part 50hp.
Actions
Frightful Presence (start of turn). 120’ range, DC 21 Wisdom save or frightened for 1 minute. Save at end of turn. One the effect ends, immune for 24 hrs.

Fire Breath (recharge 5-6 start of turn). 90’ long x 90’ wide at end cone. 26d6 fire damage, Dex DC 24 half.

Multiattack. One bite, two claws. Spit fire may be substituted for the Bite attack.
Spellcasting may be substituted for the Bite + 1 claw attack.
Bite. Melee Weapon Attack, +17 to hit, 15’, 2d10+10 piercing + 4d6 fire damage
Spit Fire. Ranged Weapon Attack, +16 to hit, 4d10 fire damage.
Claws. Melee Weapon Attack, +17 to hit, 10’, 2d6+10 slashing damage.

Spellcasting(costs bite & 1 claw). Save DC 22
[] 5 Dispel Magic
[] 5 Elemental Bane: Fire (C, 90’, 2 targets. Once per turn when take fire damage, take 2d6 extra. Lose resistance to fire damage. Con save negates)
[] 5 Fireball (150’, 20’ radius, 10d6 fire, Dex half)
[] 5 Wall of Fire (C, 60’ L x 20’ H x 1’ thick or ring 20’ diameter; opaque; on appearance, 6d8 fire damage, Dex half in area; one side of wall emanates 6d8 fire out to 10’ for creatures that enter the wall for the first time on a turn or end turn in that area).

Legendary Actions (3)
Detect. Make an active Perception check.
Shake it off (costs 2). End one debilitating condition.
Spellscale Tattoo (costs 2). Activate a tattoo carved into a scale.
[] Blur (C, attacks have disadvantage)
[] Blade Ward (resist B/P/S until start of turn)
[] Fire Shield (10 minutes resist cold damage, melee attackers within 5’ take 2d8 fire damage on hit)
[] Heal (self, 70hp to one body area)
Tail slap. Melee Weapon Attack, +17 to hit, 20’, 2d8+10 bludgeoning damage. The target must succeed on a DC 25 Strength save or be knocked 20’ away. If the target strikes an object during this knockback, it takes falling damage as appropriate.
Wing Buffet (costs 2). Each creature within 15’ of the dragon takes 2d6+10 bludgeoning damage and is knocked prone. A DC 25 Dexterity save negates the effect. The dragon can then fly up to ½ its flying speed.

Multi-Part Creature
Each “area” of his body has a separate pool of hit points. When that pool is exhausted, it loses capabilities as noted. AOE damage taken is split evenly among all parts.

Head: 125hp; >10’ above ground except when attacking
When disabled, no Bite attack, spell save DC becomes 18
Body: 150hp
When disabled, no breath attack or fire spit
Wings: 100hp; droops to ground level when not flying
When disabled, no flight or Wing Buffet
Tail: 125hp
When disabled, no Tail Slap.
The "Start of Turn" section in the statblock was really helpful for me

I took detailed notes for this battle! This is only the fourth dragon fight I've ever run (Castle Dracula, the green dragon in the jungle in AIOTS, and a one-shot red dragon).

The encounter began with Ludwig (spider climbing) carrying Korgan down the crevasse towards the lair. Mergand and Cormak watched from above, planning to Dimension Door down. Firkraag flew up through the shadowy privacy barrier and hovered just below the two climbers, asking why they have returned. He thought a child of a god would have better things to do than bother him. Did they come to beg him to do them a favor, or to end their lives in his flames?

Ludwig proposed something – I don’t recall what – and they went back and forth slightly, but he was obviously making something up. I called for a Deception check and he didn’t beat Firkraag’s insight (improvised his proficiency – why would a cunning manipulator only have +2)? Mergand decided to Dimension Door down, and “You’re talking to me so someone can sneak past me to my hoard” is casus belli for a dragon. Initiative was rolled. Korgan, Cormak, and Mergand all failed their DC 21 Wisdom saves against dragon fear. Korgan hurled his returning handaxe three times, missing all 3.

Firkraag went next, swapping out one claw attack for an Athletics check. Nat20+10. He grabs Ludwig, wrapping him in his huge claws, and pulling him away from the wall before…letting go.
Ludwig and Korgan fall 90’ to the floor below, taking 33 falling damage and landing prone.

Firkraag dives back down, giving all four PCs a great view of his open maw full of flames before blasting them with his fire breath for 100 damage. Ludwig evades the breath and takes no damage. Everyone else fails their saves but has fire resistance and takes 50 damage. The fight is off to a great start! I was worried it would be a TPK for about the first 1-2 rounds.

Firkraag lands about 40’ away and gloats. Coming in close and risking multiple OAs for one claw attack wasn’t worthwhile, and I hadn’t thought to have him make it when he was plucking them off the wall.

Mergand used his speed to run off to the side and tried to tag Firkraag with Synaptic Static, but the save was made.

Ludwig had downed a Potion of Haste earlier, so he has an extra action. He pulls out both Staffs of Thunder and Lightning (attuned to a session or three ago) and uses both actions to double-lightning-blast Firkraag. One save is passed, and the other burns a LR. Firkraag takes 36 total damage after saving. It might slightly stretch the weapon-swapping rules, but it was pretty cool. In the original BG2, lightning wands are one way of fighting dragons because of how they stack multiple charges.

Cormak uses Mass Cure Wounds to heal everyone except Mergand by 25. Korgan uses his boon-enhanced Second Wind to heal for 63, and his action to summon Ebba the Silent from the Ring of Djinni summoning. Ebba is rather surprised to suddenly face such a dragon, but Korgan tosses him Belm. He can’t attune to it, but it is a +1 scimitar, giving him +1 to hit and damage. He moves to attack, hitting once or twice.

On Firkraag’s turn, coins fly out of his hoard to heal him by 40hp (the party has focused on the Body, so that’s what gets healed). Ebba falls pretty to dragon fear, and then gets bitten and clawed twice for 67 damage.
Mergand uses a Scroll of Prismatic Spray. I go ahead and decide a dragon is a big enough creature that it gets hit by two rays; it saves against both and takes 38 damage. Mergand Quickens a Chill Touch, which prevents Firkraag from healing on his next turn.

Taking melee damage, the dragon uses a LA to cast Fire Shield.
Ludwig runs up anyway, attacking twice with the Dragonslayer and getting sneak attack with one hit. He deals 51 & 24 damage, taking 19 fire damage in return. A LA tail slap knocks him back and deals damage.

Cormak uses Destructive Wave, but it’s a Con save and he rolled poorly, so he only did 12 damage. Korgan throws axes with disadvantage, dealing 12 damage. Ebba attacks three times, but only hits once for 13 due to fear disadvantage.

Firkraag rolls a 6 at the start of his turn and backs up, unleashing his fire breath on everyone except Mergand. 92 damage, resisted or Evaded for 46 to Kormak, 46 to Korgan, 0 to Ludwig, and 92 to Ebba. Ebba the Silent’s physical form is destroyed, and the Ring of Djinni Summoning is shattered.

Mergand scores a critical hit with his crossbow due to lucky dice (44 damage), and lands another Chill Touch.
Ludwig pulls out an Arrow of Dispelling to end the Fire Shield. He manages to dispel it, but also Chill Touch; nobody including me realized that was going to happen until the arrow had already hit. He also fires a pair of +2 arrows.
Cormak, at very low hit points, drinks the party’s one potion of Superior Healing for 32.

Current HP status:
Korgan near full
Ludwig near full
Cormak around 40-50
Mergand around 40-50
Head 44 damage out of 125 max
Body 124/150
Wings 20/100
Tail 19/125

Korgan misses three times with his axe.

Firkraag flies over to stop the annoying chill-touch casting Mergand.
Claw hit.
Claw hit. Critical hit. Ludwig asks if his Fate boon can be used to subtract 1d10 from the 20 and make it no longer a critical hit. I decide yes, and that change the hit from 44 damage to 22. Mergand is left with 4 hit points.
The final attack (bite) is a 3 on the dice for a 20 total. Mergand casts Shield and survives. High-fives were exchanged between players!
Mergand transforms into the Slayer, an avatar of Bhaal. He hits twice for 17 & 22 damage, and Firkraag’s ribs start to cave in. He coughs when he tries to speak, and can no longer spit or breathe fire.
I think Mergand passes his Wisdom save and ends the dragon fear on himself this round. Cormak also ended it a round or two ago.
As a legendary action, he casts Blade Ward.
Ludwig fires thre arrows, all of which miss.
Cormak casts Call Lightning, but rolls poorly and deals 10 damage.

Korgan manages to get within non-disadvantage range, and I think he also got rid of the dragon fear last round. Miss, miss, hit + mountain hammer (38 damage), action surge, 2 hits that Blade Ward took from 25 to 12 damage.

Firkraag was able to heal his head 40hp this round due to the lack of Chill Touch. He does 68 damage to Mergand’s Slayer Form. Mergand deals 37 damage in return. As a LA, Firkraag uses Wing Buffet and moves away, having decided that the Slayer was not something he wanted to stand there and trade a ton of attacks with. Korgan takes 15 damage, but Mergand saves and hits with an OA for 18.

Ludwig shoots at the head twice (I think he hit?) and then casts Haste on Korgan. Firkraag counters with a tail slap that hits Ludwig and knocks him back.
Cormak casts Ice Storm, dealing 22 damage to Firkraag and disabling his head (spell save DC reduced, no bite attack).

A Hasted Korgan lands 3 hits for 41 damage.

Firkraag flies farther away and casts Wall of Fire to create a visual barrier and deal some damage. There were not good targets for Fireball, and it never seemed like a good idea to give up actions to force a Constitution save to maybe remove fire resistance.

Mergand switches back to half-elf form and casts Crown of Stars, hitting for 21 damage. Ludwig casts Mirror Image, then Steady Aims with his bow for a 41 damage shot. Cormak blasts Firkraag with another round of Call Lightning. The Hasted Korgan still manages to miss twice, only hitting once for 15 damage.

The dragon strikes Ludwig with two claw attacks and heals a body part 40 hp.

Mergand drinks a potion and quickens Chill Touch for 21 damage.

Tail 67/125
Wings 73/100
As a legendary action, Firkraag activates his last spell tattoo, this one of Blur. It was actually the most effective spell, as his Con mod means it’s very hard to make it go down. Ludwig attacks with disadvantage and I think missed?
Firkraag’s tail slap is wasted on a mirror image.

Cormak upcasts mass healing word and then uses Call Lightning. At this point, taking 20 damage down to 10 is worth a LR.
Korgan makes 4 attacks ad disadvantage, all of which miss.
Firkraag blasts Cormak and Ludwig with a Fireball, but the damage is only 18 and 0 due to resistance and evasion. He claws Ludwig.
Mergand zaps him with Crown of Stars for 21, disabling his wings, and lands a Chill Touch that will eliminate his healing. At this point it’s about over and Firkraag gasps out something about it being impossible… bla bla.
Critical hit with a tail slap against Ludwig for 44 damage. This knocks out Haste, keeping Korgan from taking actions. Ludwig is at 5hp. Ludwig charges back in and hits with a sneak-attacking Booming Blade, finishing the dragon off.

Firkraag collapses to the ground.

It was a fun fight! Firkraag was a bit limited in choices at times (few non-melee LAs), but everyone was moving around the battlefield the whole time and they did a good job staying out of Fireball Formation. Prepping with Fire Resistance and the Potion of Haste was key, and if they hadn’t prepared they would have died for sure. It was close!

Loot:
20,500gp
Dragon scales, which can be used to make +2 Full Plate with fire resistance (will probably go to Korgan; Cormak has +3 full plate already)
Carsomyr, Holy Avenger +3 Greatsword, +3 to hit and damage, +5 to saves against spells and magical effects for the wielder and allies within 5’, can cast Dispel Magic 3 times per day on hit (for spells higher than 3rd level, roll at a +5), +10 radiant damage against fiends and undead. Requires attunement by a Lawful Good Paladin.

Not sure what they’ll do with this yet. Mergand wants to give it and vampire skulls to the paladins.

And a scroll…


Cormak’s player unrolls it and reads the words “Crom Faeyr.” (and he pronounces them correctly!)
Immediately the Hammer of Thunderbolts gives out an earsplittling clap of thunder and lightning. The Gauntlets of Ogre Power he’s wearing peel themselves up his arms and off his hands, wrapping themselves around the grip of the hammer. The Girdle of Frost Giant Strength vanishes in a flash, reappearing as a white strip around the head of the hammer.

Crom Faeyr +3 Warhammer, +5 lightning damage on hit. Increases the wielders strength by 10 when attuned and wielded. Giants, trolls, and golems of CR 10 or less which are damaged by this weapon must make a DC 17 Constitution saving throw or be slain instantly. It also functions as a holy symbol for Thor, and increases the wielder’s spell attack roll and save DC by 2.

Someone says “Huh, maybe this was all worth it!”

At PB +5 and a base strength of 14, Cormak is now attacking at +15 to hit for 3d8+15 damage.

And they get to level up to 15. Cormak gets an 8th level spell, Korgan gets +2 CON, Ludwig gets +1d6 sneak attack and Wis+Cha save proficiencies, and Mergand’s player is considering multiclassing, possibly to Bard. Ehhh….

I am glad I went with this model - it gave them targets to aim for and a sense of progression through the fight. As their resources went down, so did the dragon's, giving them a sense of progress and accomplishment. It also kept things mobile. Chill Touch was a good counterplay to the healing, but required a hit every round, so it wasn't super consistent.

Thanks for posting the idea!
 

Seems like a good mechanic for boss battles!

I think people keep running into the problem that they want individual encounters to be challenging, and D&D is just fundamentally not designed that way. It’s built around the assumption of many mostly trivial encounters gradually taxing the party’s resources until they’re forced to retreat. As long as the game continues to be built around that model of challenge, no amount of tweaking PC and monster stats is going to fix the problem people who want individually challenging encounters are running into.
Exactly this - but this is also the reason why homebrews like @Reynard suggests here are working better. Basically each hitbox is a single encounter that taxes the party and no matter how much your burst damage is, it will be only enough for one of these.
 

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