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DM Help - solo dragon stats check
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6198929" data-attributes="member: 1165"><p>Your PCs are only level 6, so you shouldn't use a level 10 boss. IMO, you're better off with a level 6 or 7 boss and various effects (traps, for instance) that can "fill in the XP gap" and better yet convince PCs to spend actions dealing with them instead.</p><p></p><p>I just ended my Dark Sun campaign at level 13, and it ended with the boss (level 13 solo controller), her bodyguard (elite level 13 soldier) and four guardian orbs (level 13 artillery [leader]), with each orb healing her 5 hit points a turn. Needless to say, the boss went two or three rounds taking no net damage, as PCs went around smashing the orbs.</p><p></p><p>I used too many immobilizing effects, apparently.</p><p></p><p></p><p></p><p>Slow? I'm not familiar with this build.</p><p></p><p></p><p></p><p>Looks cool so far, except the defenses. In the new Monster Math, elites and solos no longer gain the +2 defense bonus.</p><p></p><p></p><p></p><p>I recommend giving it the "dwarf trait" as well, basically Stand Your Ground and Steady-Footed, reskinned, because I learned the hard way that flying is useless if your PCs can knock the monster prone. (With a hover speed, the dracolich probably won't take falling damage, but it's still not flying.) With a save at +5 whenever it gets knocked prone, it can resist knockdowns, a big deal if you have PCs who can knock opponents prone with ranged/AoE attacks at-will.</p><p></p><p></p><p></p><p>I recommend extra damage against <em>dazed</em> opponents, see below.</p><p></p><p></p><p></p><p>Weakening is harsh. IMO it shouldn't inflict that on a miss. (The Monster Vault version weakens for 1 turn on a miss too, but IMO that's overpowered.)</p><p></p><p></p><p></p><p>This is too much stunning. An at-will stun is no fun for players. Worse, it'll stun them as an interrupt, so it can negate an incoming hit too. I recommend switching this for daze, or some other nasty effect, and have bite deal extra damage against creatures affected by said effect.</p><p></p><p>There's also no need to mention a 1/round limit, as a creature only gets one immediate action a turn. (Immediate actions are always triggered actions, and there's no trigger here. Did you mean a minor action? In which case keep the 1/turn limit.)</p><p></p><p></p><p></p><p>As above. It's an encounter, but it's still really nasty (multi-stun). High rolls could result in an entire party of PCs unable to act. (Paragon-level PCs, IME, can often avoid stuns, but not 6th-level guys.)</p><p></p><p>4e treats a dracolich as its own creature, but the dracolich was a living dragon at some point. I would replace Frightful Presence with an encounter or recharge ability taken from when it was alive. The easiest, of course, is the green dragon, as it's also a controller.</p><p></p><p></p><p></p><p>The Vault's dracolich's mesmerizing glare dominates PCs. That's probably still too good for a level 6 monster. I think it's fair to force a PC to attack instead, even dealing damage if the PC misses (so at least some damage gets dealt if the dracolich hits with that attack).</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6198929, member: 1165"] Your PCs are only level 6, so you shouldn't use a level 10 boss. IMO, you're better off with a level 6 or 7 boss and various effects (traps, for instance) that can "fill in the XP gap" and better yet convince PCs to spend actions dealing with them instead. I just ended my Dark Sun campaign at level 13, and it ended with the boss (level 13 solo controller), her bodyguard (elite level 13 soldier) and four guardian orbs (level 13 artillery [leader]), with each orb healing her 5 hit points a turn. Needless to say, the boss went two or three rounds taking no net damage, as PCs went around smashing the orbs. I used too many immobilizing effects, apparently. Slow? I'm not familiar with this build. Looks cool so far, except the defenses. In the new Monster Math, elites and solos no longer gain the +2 defense bonus. I recommend giving it the "dwarf trait" as well, basically Stand Your Ground and Steady-Footed, reskinned, because I learned the hard way that flying is useless if your PCs can knock the monster prone. (With a hover speed, the dracolich probably won't take falling damage, but it's still not flying.) With a save at +5 whenever it gets knocked prone, it can resist knockdowns, a big deal if you have PCs who can knock opponents prone with ranged/AoE attacks at-will. I recommend extra damage against [i]dazed[/i] opponents, see below. Weakening is harsh. IMO it shouldn't inflict that on a miss. (The Monster Vault version weakens for 1 turn on a miss too, but IMO that's overpowered.) This is too much stunning. An at-will stun is no fun for players. Worse, it'll stun them as an interrupt, so it can negate an incoming hit too. I recommend switching this for daze, or some other nasty effect, and have bite deal extra damage against creatures affected by said effect. There's also no need to mention a 1/round limit, as a creature only gets one immediate action a turn. (Immediate actions are always triggered actions, and there's no trigger here. Did you mean a minor action? In which case keep the 1/turn limit.) As above. It's an encounter, but it's still really nasty (multi-stun). High rolls could result in an entire party of PCs unable to act. (Paragon-level PCs, IME, can often avoid stuns, but not 6th-level guys.) 4e treats a dracolich as its own creature, but the dracolich was a living dragon at some point. I would replace Frightful Presence with an encounter or recharge ability taken from when it was alive. The easiest, of course, is the green dragon, as it's also a controller. The Vault's dracolich's mesmerizing glare dominates PCs. That's probably still too good for a level 6 monster. I think it's fair to force a PC to attack instead, even dealing damage if the PC misses (so at least some damage gets dealt if the dracolich hits with that attack). [/QUOTE]
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