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DRAGONS, An Alternate Take on a Classic Foe
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<blockquote data-quote="MechaPilot" data-source="post: 7445912" data-attributes="member: 82779"><p>I'm sure it raises the CR; the only question is by how much.</p><p></p><p>I haven't done the math of it, but I did look at the DMG section on calculating monster CRs, and I haven given it some thought. Here's my breakdown of it:</p><p></p><p>There are a few abilities that are mostly thematic, and that I don't see substantially adding to the dragon's CR. Destructive and Dragon Senses fall squarely into this category. Likewise, Legendary is simply meant to adjust the dragon for larger party sizes (and doesn't affect the dragon if facing a standard size or smaller party), so I don't think it adjusts the dragon's CR either.</p><p></p><p>Dragon Resistance & Dragon Hide: These undoubtedly raise the dragon's defensive CR as if the creature had extra HPs. For higher CR dragons, PCs are much more likely to have magic weapons, so this is progressively less likely to matter as the PCs reach higher levels. I can see these increasing CR more for younger dragons than for older ones; an ancient dragon is unlikely to have its CR substantially affected by these abilities (because the PCs are so likely to be magically armed by the time they face one). So, I'd say no increase for ancient, no or a +1 increase for adult (depending on its preexisting CR), and a +2 increase for a wyrmling or young dragon.</p><p></p><p>Critical Strikes & Rend Armor: This likely raises the dragon's offensive CR. I'd say +2.</p><p></p><p>Devour: This ability only comes into play if a character is reduced to zero HPs by one specific type of attack the dragon can make an average of once a round, twice if the dragon's fought in its lair (once for the attack action, again if it rages, and again if it frenzies as a lair action). The ability does heal the dragon, and it does kill the character brought to zero HPs (or damaged while unconscious). I can see this ability increasing the dragon's CR by 1.</p><p></p><p>Dragon Rage: When a party faces a dragon to the death, this ability is only guaranteed to trigger once (when the dragon drops to half or less HPs). It's probably safe to assume at least one PC crits the dragon while the group is whittling down the latter half of its HPs. So I'd say the ability triggers twice in a fight to the death. This is probably worth a +1 CR increase.</p><p></p><p>Persistent Breath: This is largely a battlefield control feature. It'll annoy PCs with some extra damage if they don't steer clear of it (equal to one-half the breath weapon's minimum damage), but it's not much damage. Even for an ancient red, we're only talking about 13 hps. At most I'd say this ability is worth a +1 increase to CR.</p><p></p><p>Lair Actions: These replace a dragon's ordinary lair actions. I'd say they create either no change or are worth a +1 increase.</p><p></p><p></p><p>In summary, I'd say the modifications Tenesian dragons get raises their CR by 5 to 7 points.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7445912, member: 82779"] I'm sure it raises the CR; the only question is by how much. I haven't done the math of it, but I did look at the DMG section on calculating monster CRs, and I haven given it some thought. Here's my breakdown of it: There are a few abilities that are mostly thematic, and that I don't see substantially adding to the dragon's CR. Destructive and Dragon Senses fall squarely into this category. Likewise, Legendary is simply meant to adjust the dragon for larger party sizes (and doesn't affect the dragon if facing a standard size or smaller party), so I don't think it adjusts the dragon's CR either. Dragon Resistance & Dragon Hide: These undoubtedly raise the dragon's defensive CR as if the creature had extra HPs. For higher CR dragons, PCs are much more likely to have magic weapons, so this is progressively less likely to matter as the PCs reach higher levels. I can see these increasing CR more for younger dragons than for older ones; an ancient dragon is unlikely to have its CR substantially affected by these abilities (because the PCs are so likely to be magically armed by the time they face one). So, I'd say no increase for ancient, no or a +1 increase for adult (depending on its preexisting CR), and a +2 increase for a wyrmling or young dragon. Critical Strikes & Rend Armor: This likely raises the dragon's offensive CR. I'd say +2. Devour: This ability only comes into play if a character is reduced to zero HPs by one specific type of attack the dragon can make an average of once a round, twice if the dragon's fought in its lair (once for the attack action, again if it rages, and again if it frenzies as a lair action). The ability does heal the dragon, and it does kill the character brought to zero HPs (or damaged while unconscious). I can see this ability increasing the dragon's CR by 1. Dragon Rage: When a party faces a dragon to the death, this ability is only guaranteed to trigger once (when the dragon drops to half or less HPs). It's probably safe to assume at least one PC crits the dragon while the group is whittling down the latter half of its HPs. So I'd say the ability triggers twice in a fight to the death. This is probably worth a +1 CR increase. Persistent Breath: This is largely a battlefield control feature. It'll annoy PCs with some extra damage if they don't steer clear of it (equal to one-half the breath weapon's minimum damage), but it's not much damage. Even for an ancient red, we're only talking about 13 hps. At most I'd say this ability is worth a +1 increase to CR. Lair Actions: These replace a dragon's ordinary lair actions. I'd say they create either no change or are worth a +1 increase. In summary, I'd say the modifications Tenesian dragons get raises their CR by 5 to 7 points. [/QUOTE]
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