CRGreathouse
Community Supporter
Quite an interesting group, I'll say.
While I'm not ready for membership, I'd be glad to help with the organization when I'm able. The real challenge is to use a dragon with low CR to challenge (and possibly defeat) the party. Run properly, a dragon with CR 1 less then the average level can kill them all, if you're a sadistic, munchkin DM.
I submit the following to the members of BADD:
Fiendish juvenile white dragon: CR 7; Medium-size Dragon (Cold); HD 12d12+24; hp 102; Init +0; Spd 60 ft, fly 200 ft (poor), swim 60 ft, burrow 30 ft; AC 21 (+11 natural); Melee bite +15 (1d8+3), 2 claws +13 (1d6+1), 2 wings +13 (1d4+1); SA breath weapon, smite good; SQ blindsight, cold subtype, DR 10/+3, immunities, keen senses, icewalking, fire resistance 20, SR 24; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 8.
Skills and Feats: Bluff +11, Listen +12, Search +11, Sense Motive +12, Spot +12; Hover, Multiattack, Power Attack, Cleave.
SA - Breath Weapon (Su): Cone of cold, 30 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 18.
SA - Spell-Like Abilities: 3/day - fog cloud.
SA - Smite Good (Su): Once per day, this dragon adds +12 damage to a single melee attack.
SQ - Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 120 feet.
SQ - Keen Senses (Ex): Dragons can see four times as well humans in low-light conditions and twice as well in normal light. This one also has darkvision with a range of 400 feet.
SQ - Immunities (Ex): Immune to sleep and paralysis.
SQ - Icewalking (Ex): This ability works like spider climb, but the surfaces must be icy. It is always in effect.
SQ - Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Fire resistance 20 really helps the dragon to avoid the near-instant kill of coordinated fire attacks (fireball and flame strike or a double firebal). You can remove cleave and replace it with either Improved Initiative (or Lightning Reflexes), if you're so inclined; I think that the benefit of tearing apart the rogue or wizard and still continuing the attack is worthwhile for the sheer effect.
Here's a sample combat:
Dragon: Wakes from sleep due to the noise of the party 400 feet away. Closes his eyes and pretends to sleep again.
Group (pre-buffed): Sneaks up to melee range, wizard 100 feet behind the rest.
Wizard: Double-fireballs the "sleeping" dragon (haste) as the rest of the party delays.
Dragon: Takes no damage, either from SR (24!) or fire resistance (combined with a fair chance to save). Flies past the party to the wizard, biting (Power Attack?).
Rogue: Shoots at the dragon and closes 30 feet
Cleric: Runs up to the dragon
Fighter: Shoots at the dragon and closes 30 feet
Dragon: Takes no damage due to DR.
Wizard: Moves back 5 feet and casts phantasmal killer and enervation.
Dragon: Minimally affected by the two previous spells (SR & save vs. phantasmal killer), takes a full attack on the poor wizard, killing it in three attacks (Cleaving into the cleric). The dragon proceeds to attack the cleric with both wings, using a smite good on one.
Party: Closes on dragon and damages it (to some degree).
Dragon: Attacks the already-wounded cleric, then moves 20 feet into the air and Hovers (obscuring the party's vision).
. . .
While I'm not ready for membership, I'd be glad to help with the organization when I'm able. The real challenge is to use a dragon with low CR to challenge (and possibly defeat) the party. Run properly, a dragon with CR 1 less then the average level can kill them all, if you're a sadistic, munchkin DM.
I submit the following to the members of BADD:
Fiendish juvenile white dragon: CR 7; Medium-size Dragon (Cold); HD 12d12+24; hp 102; Init +0; Spd 60 ft, fly 200 ft (poor), swim 60 ft, burrow 30 ft; AC 21 (+11 natural); Melee bite +15 (1d8+3), 2 claws +13 (1d6+1), 2 wings +13 (1d4+1); SA breath weapon, smite good; SQ blindsight, cold subtype, DR 10/+3, immunities, keen senses, icewalking, fire resistance 20, SR 24; AL CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 8.
Skills and Feats: Bluff +11, Listen +12, Search +11, Sense Motive +12, Spot +12; Hover, Multiattack, Power Attack, Cleave.
SA - Breath Weapon (Su): Cone of cold, 30 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 18.
SA - Spell-Like Abilities: 3/day - fog cloud.
SA - Smite Good (Su): Once per day, this dragon adds +12 damage to a single melee attack.
SQ - Blindsight (Ex): Dragons can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues); this dragon's range is 120 feet.
SQ - Keen Senses (Ex): Dragons can see four times as well humans in low-light conditions and twice as well in normal light. This one also has darkvision with a range of 400 feet.
SQ - Immunities (Ex): Immune to sleep and paralysis.
SQ - Icewalking (Ex): This ability works like spider climb, but the surfaces must be icy. It is always in effect.
SQ - Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Fire resistance 20 really helps the dragon to avoid the near-instant kill of coordinated fire attacks (fireball and flame strike or a double firebal). You can remove cleave and replace it with either Improved Initiative (or Lightning Reflexes), if you're so inclined; I think that the benefit of tearing apart the rogue or wizard and still continuing the attack is worthwhile for the sheer effect.
Here's a sample combat:
Dragon: Wakes from sleep due to the noise of the party 400 feet away. Closes his eyes and pretends to sleep again.
Group (pre-buffed): Sneaks up to melee range, wizard 100 feet behind the rest.
Wizard: Double-fireballs the "sleeping" dragon (haste) as the rest of the party delays.
Dragon: Takes no damage, either from SR (24!) or fire resistance (combined with a fair chance to save). Flies past the party to the wizard, biting (Power Attack?).
Rogue: Shoots at the dragon and closes 30 feet
Cleric: Runs up to the dragon
Fighter: Shoots at the dragon and closes 30 feet
Dragon: Takes no damage due to DR.
Wizard: Moves back 5 feet and casts phantasmal killer and enervation.
Dragon: Minimally affected by the two previous spells (SR & save vs. phantasmal killer), takes a full attack on the poor wizard, killing it in three attacks (Cleaving into the cleric). The dragon proceeds to attack the cleric with both wings, using a smite good on one.
Party: Closes on dragon and damages it (to some degree).
Dragon: Attacks the already-wounded cleric, then moves 20 feet into the air and Hovers (obscuring the party's vision).
. . .