MechaPilot
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While doing some work on the setting document for my homebrew setting of Tenesia (which takes place on a world called Etrimus), I recently finalized my setting's version of dragons, and I was wondering what the community's thoughts, opinions and concerns might be.
The following is an excerpt from the monster section of that setting document:
Dragons
Etrimus' dragons differ from those of other D&D worlds. They're less intelligent, though incredibly cunning. They don't cast spells, and they can't speak humanoid languages, but they can learn to understand and read them.
Critical Strikes. The dragon critically hits on an unmodified roll of 18, 19 or 20. An unmodified roll of 20 deals triple damage instead of double damage.
Destructive. Attacks with the dragon's teeth, claws, tail and breath weapon deal double damage to structures and objects. A critical hit with the dragon's teeth, claws or tail against a structure no more than one size larger than the dragon instantly causes it to collapse.
Devour. When the dragon's bite attack reduces a creature to 0 hit points, or imposes a failed death save on an unconscious creature, the creature is killed and devoured (at least in part) by the dragon. The dragon then recovers hit points equal to the damage done by the bite attack.
Dragon Hide. A dragon's hide is so tough it's known to destroy weapons used against it. Any attack against a dragon risks weapon damage or destruction.
Anon-magical weapon is damaged on any attack roll that fails by five or more to defeat the dragon's AC. Magical weapons fare a bit better. Magical weapons suffer damage only on a natural 1, and they face no threat of immediate destruction.
A damaged weapon gains a cumulative -1 penalty to attack and damage rolls. When the penalty reaches -5 the weapon is destroyed.
Also,on a natural 1 a non-magical thrown or melee weapon is destroyed,spraying shrapnel in a 5 foot radius from the point of impact. This shrapnel does 1d4 slashing damage. Non-thrown ranged weapons do not break on a natural 1. However, the ammunition fired at the dragon still shatters in the same manner as a melee weapon, except that the damage from the shrapnel is 1d2.
Dragon Rage. When the dragon is first reduced to half (or less) its maximum hit points, or is critically hit while below half its hit points, the dragon enters a rage that recharges its breath weapon. At the end of a turn in which the dragon's breath recharges due to this feature, the dragon can spend 1 legendary action to use its breath weapon, or 2 legendary actions to use its breath weapon and make an attack against every enemy within melee range.
Dragon Resistance. Wyrmling & Young dragons gain resistance to non-magical bludgeoning, piercing and slashing damage. Adult and Ancient dragons gain immunity to non-magical bludgeoning, piercing and slashing damage.
Dragon Senses. A dragon's vision,hearing and sense of smell are incredibly keen. The dragon has advantage on Wisdom (Perception) checks using these senses, and a +5 to their passive perception related to these senses. Additionally,dragons can see and smell the presence of magic within 120 feet.
Legendary. Tenesian dragons are legendary beasts whose number of legendary actions and uses of legendary resistance equals one less than the number of foes it's facing (minimum of three).
Persistent Breath. When the dragon uses its breath weapon, the effect of the breath weapon lingers on the field of battle. Anyone who remains in the area affected by the breath weapon will take one point of damage for every two dice of damage done by the breath weapon.
Example:an ancient red dragon's breath weapon deals 26d6 damage in a 90 ft.cone. This creates a 90 ft. conical section of burning terrain that deals 13 fire damage to anyone who enters the area, or who begins or ends their turn in it.
The lasting effects of a dragon's breath weapon remain for 10 minutes (i.e. 100 rounds).
Rend Armor. When the dragon hits an armored foe with a bite or claw attack, the target's armor is torn apart, giving the dragon advantage to all attack rolls against that target until the armor is repaired,replaced or removed.
Lair Actions
Fighting a dragon in its lair is both reckless and foolhardy. Unlike other dragons, Tenesian dragons hate magic and gain no magical lair actions. Instead, a Tenesian dragon in its lair fights with more tenacity and ferocity than anywhere else because it's defending its home and its horde, and because it has nowhere to run to if the battle goes poorly. Replace the dragon's usual lair actions with the following:
So, what do you think of my take on dragons? Any thoughts, concerns and constructive criticisms are welcome.
Also, feel free to share your own take on this classic monster, and tell us how your dragons differ from the norm (if at all).
The following is an excerpt from the monster section of that setting document:
Dragons
Etrimus' dragons differ from those of other D&D worlds. They're less intelligent, though incredibly cunning. They don't cast spells, and they can't speak humanoid languages, but they can learn to understand and read them.
Critical Strikes. The dragon critically hits on an unmodified roll of 18, 19 or 20. An unmodified roll of 20 deals triple damage instead of double damage.
Destructive. Attacks with the dragon's teeth, claws, tail and breath weapon deal double damage to structures and objects. A critical hit with the dragon's teeth, claws or tail against a structure no more than one size larger than the dragon instantly causes it to collapse.
Devour. When the dragon's bite attack reduces a creature to 0 hit points, or imposes a failed death save on an unconscious creature, the creature is killed and devoured (at least in part) by the dragon. The dragon then recovers hit points equal to the damage done by the bite attack.
Dragon Hide. A dragon's hide is so tough it's known to destroy weapons used against it. Any attack against a dragon risks weapon damage or destruction.
Anon-magical weapon is damaged on any attack roll that fails by five or more to defeat the dragon's AC. Magical weapons fare a bit better. Magical weapons suffer damage only on a natural 1, and they face no threat of immediate destruction.
A damaged weapon gains a cumulative -1 penalty to attack and damage rolls. When the penalty reaches -5 the weapon is destroyed.
Also,on a natural 1 a non-magical thrown or melee weapon is destroyed,spraying shrapnel in a 5 foot radius from the point of impact. This shrapnel does 1d4 slashing damage. Non-thrown ranged weapons do not break on a natural 1. However, the ammunition fired at the dragon still shatters in the same manner as a melee weapon, except that the damage from the shrapnel is 1d2.
Dragon Rage. When the dragon is first reduced to half (or less) its maximum hit points, or is critically hit while below half its hit points, the dragon enters a rage that recharges its breath weapon. At the end of a turn in which the dragon's breath recharges due to this feature, the dragon can spend 1 legendary action to use its breath weapon, or 2 legendary actions to use its breath weapon and make an attack against every enemy within melee range.
Dragon Resistance. Wyrmling & Young dragons gain resistance to non-magical bludgeoning, piercing and slashing damage. Adult and Ancient dragons gain immunity to non-magical bludgeoning, piercing and slashing damage.
Dragon Senses. A dragon's vision,hearing and sense of smell are incredibly keen. The dragon has advantage on Wisdom (Perception) checks using these senses, and a +5 to their passive perception related to these senses. Additionally,dragons can see and smell the presence of magic within 120 feet.
Legendary. Tenesian dragons are legendary beasts whose number of legendary actions and uses of legendary resistance equals one less than the number of foes it's facing (minimum of three).
Persistent Breath. When the dragon uses its breath weapon, the effect of the breath weapon lingers on the field of battle. Anyone who remains in the area affected by the breath weapon will take one point of damage for every two dice of damage done by the breath weapon.
Example:an ancient red dragon's breath weapon deals 26d6 damage in a 90 ft.cone. This creates a 90 ft. conical section of burning terrain that deals 13 fire damage to anyone who enters the area, or who begins or ends their turn in it.
The lasting effects of a dragon's breath weapon remain for 10 minutes (i.e. 100 rounds).
Rend Armor. When the dragon hits an armored foe with a bite or claw attack, the target's armor is torn apart, giving the dragon advantage to all attack rolls against that target until the armor is repaired,replaced or removed.
Lair Actions
Fighting a dragon in its lair is both reckless and foolhardy. Unlike other dragons, Tenesian dragons hate magic and gain no magical lair actions. Instead, a Tenesian dragon in its lair fights with more tenacity and ferocity than anywhere else because it's defending its home and its horde, and because it has nowhere to run to if the battle goes poorly. Replace the dragon's usual lair actions with the following:
- The dragon ends one negative condition it's suffering from. The dragon can use this ability even if it's suffering from a condition that prevents it from taking actions.
- The dragon regains one spent use of its Legendary Resistance.
- The dragon makes one melee attack. If the attack hits, it's automatically a critical hit.
So, what do you think of my take on dragons? Any thoughts, concerns and constructive criticisms are welcome.
Also, feel free to share your own take on this classic monster, and tell us how your dragons differ from the norm (if at all).