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Check Out The New Monster Manual’s Ancient Gold Dragon
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<blockquote data-quote="Upper_Krust" data-source="post: 9555004" data-attributes="member: 326"><p>These things are easy to miss. Its still one helluva'n initiative bonus for a Gargantuan creature, but it has that eel-like appearance than makes it appropriate.</p><p></p><p></p><p></p><p>If I was always going into a fight where Initiative Order was important I'd typically use Inspiration on the roll. If there is a Rogue in the group they'll probably still win. </p><p></p><p></p><p></p><p>We are assuming the dragon largely 'sneaks up on them'. But even if it does, Rogue likely saves, Fighter doesn't care, Cleric and Wizard can Absorb Elements or some other spell or magic item to mitigate the fire damage.</p><p></p><p></p><p></p><p>The damage is decent against the wizard but on average does not drop even the weakest character.</p><p></p><p></p><p></p><p>Even a Heal undoes the entire damage on one character, in fact an upcast Healing Word might undo allf the damage on a save.</p><p></p><p>The Wizard is the only character the Dragon can likely drop in the first round (and then using up most of its attacks), the Cleric will likely be able to keep the Wizard up. </p><p></p><p></p><p></p><p>If it concentrates on the Wizard then it is ignoring the other characters.</p><p></p><p></p><p></p><p>Maybe the Wizard Shapechanges into an Adult Gold Dragon.</p><p></p><p></p><p></p><p>I am just eyeballing things based on my years of Epic Play experience and study.</p><p></p><p></p><p></p><p>I disagree, Defeating a character with high damage numbers is always the fairest way of beating them (because they have more ways 'out'), compared to having to make a very high d20 roll which is basically what the Banish is imposing upon the majority of characters.</p><p></p><p></p><p></p><p>Once they fight one dragon they'll know its Rend, Rend, Rend or swop with ability of equal damage/effect...as in this case.</p><p></p><p>Whereas Claw/Claw/Bite has a potential build up.</p><p></p><p></p><p></p><p>Okay so is the dragon with 812 HP the exact same CR as the dragon with 546 HP...in your opinion?</p><p></p><p></p><p></p><p>The previous Legendary Actions were largely irrelevant.</p><p></p><p>2014 Lair Actions:</p><p></p><p>1. Dragon has advantage on rolls for 1 round.</p><p>2. Banish (DC 15)</p><p></p><p></p><p></p><p>The damage is nothing to the fighter, the Rogue saves for no damage. Maybe the Cleric or Wizard use Absorb Elements.</p><p></p><p></p><p></p><p>The vast bulk was with core 2014 + Xanathars.</p><p></p><p>My 'homebrew' suggestions are in my upcoming GOD RULES: Player's Guide - which is a book for Epic and Immortal Tier 5e play. The higher level the PCs the greater the disparity between Low Saves and High DCs becomes - hence the need for that to be fixed right away.</p><p></p><p></p><p></p><p>As I recall the DM used the Core + Xanathar's but no Tasha's as it was too unbalanced.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 9555004, member: 326"] These things are easy to miss. Its still one helluva'n initiative bonus for a Gargantuan creature, but it has that eel-like appearance than makes it appropriate. If I was always going into a fight where Initiative Order was important I'd typically use Inspiration on the roll. If there is a Rogue in the group they'll probably still win. We are assuming the dragon largely 'sneaks up on them'. But even if it does, Rogue likely saves, Fighter doesn't care, Cleric and Wizard can Absorb Elements or some other spell or magic item to mitigate the fire damage. The damage is decent against the wizard but on average does not drop even the weakest character. Even a Heal undoes the entire damage on one character, in fact an upcast Healing Word might undo allf the damage on a save. The Wizard is the only character the Dragon can likely drop in the first round (and then using up most of its attacks), the Cleric will likely be able to keep the Wizard up. If it concentrates on the Wizard then it is ignoring the other characters. Maybe the Wizard Shapechanges into an Adult Gold Dragon. I am just eyeballing things based on my years of Epic Play experience and study. I disagree, Defeating a character with high damage numbers is always the fairest way of beating them (because they have more ways 'out'), compared to having to make a very high d20 roll which is basically what the Banish is imposing upon the majority of characters. Once they fight one dragon they'll know its Rend, Rend, Rend or swop with ability of equal damage/effect...as in this case. Whereas Claw/Claw/Bite has a potential build up. Okay so is the dragon with 812 HP the exact same CR as the dragon with 546 HP...in your opinion? The previous Legendary Actions were largely irrelevant. 2014 Lair Actions: 1. Dragon has advantage on rolls for 1 round. 2. Banish (DC 15) The damage is nothing to the fighter, the Rogue saves for no damage. Maybe the Cleric or Wizard use Absorb Elements. The vast bulk was with core 2014 + Xanathars. My 'homebrew' suggestions are in my upcoming GOD RULES: Player's Guide - which is a book for Epic and Immortal Tier 5e play. The higher level the PCs the greater the disparity between Low Saves and High DCs becomes - hence the need for that to be fixed right away. As I recall the DM used the Core + Xanathar's but no Tasha's as it was too unbalanced. [/QUOTE]
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