Dr. Awkward said:Young Black Dragon Level 4 Solo Lurker
Large natural magical beast (aquatic, dragon) XP 875
Initiative: +11 Senses: Perception +9; darkvision
HP 280; Bloodied 140 See also bloodied breath
Ac 24; Fort 19, Ref 21, Will 18
Resist: 15 Acid
Saving Throws +5
Speed 7, fly 7 (clumsy), overland flight 10, swim 7
Action points 2
- Bite (standard; at will) * Acid
Reach 2: +10 vs. AC; 1d6 + 3 damage, and ongoing 5 acid damage (save ends)- Claw (standard; at will)
Reach 2: +8 vs. AC; 1d4 +3 damage- Double attack (standard; at will)
The dragon makes 2 claw attacks- Tail slash (immediate reaction, when a melee attack misses the dragon; at will)
The dragon uses its tail to attack the enemy that missed it; reach 2: +8 vs AC; 1d6 + 4 damage and the target is pushed 1 square- Breath Weapon (standard; recharge 5 6) * Acid
Close blast 5; +7 vs Reflex; 1d12 + 3 acid damage and the target takes ongoing 5 acid damage and takes a -4 penalty to AC (save ends both).- Bloodied Breath (Immediate reaction, when first bloodied; encounter) * Acid
The dragon's breath weapon recharges automatically, and the dragon uses it immediately.- Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Close burst 2: this power creates a zone of darkness that remains in place until the end of the dragon's next turn. The zone blocks line of sight for all creatures except the dragon. Any creature entirely within the area (except the dragon) is blinded.- Frightful presence (standard, encounter) * Fear
Close burst 5; targets enemies: +5 vs. Will; the target is stunned until the end of the dragon's nest turn. Aftereffect: the target takes a -2 penalty to attack rolls (save ends).
Alignment: Evil Languages: Draconic
Skills: Nature +9, Stealth +17
Str 16 (+5) Dex 20 (+7) Wis 15 (+4) Con 16 (+5) Int 12 (+3) Cha 10 (+2)
So here's a question: what's the difference between a blast and a burst?
fafhrd said:I think you roll a d6 each round. When your recharge numbers come up, the feature is then ready for use.
fafhrd said:I think you roll a d6 each round. When your recharge numbers come up, the feature is then ready for use.
Cloud of Darkness (standard; sustain minor; recharge 3 4 5 6) * Zone
Incenjucar said:From the news page:
"Furthermore, the dragon's breath weapon did not have the standard 3.x times/day regulation. Instead, his breath weapon "recharged" – the DM rolled a d6 to determine if the weapon was ready for use, again. If Andy rolled a 5 or higher, the dragon would have been able to use his breath weapon a second time. Andy noted after the game that the
design team was trying to get away from "durations" for most lasting effects. Instead, they were replacing them with a save-like mechanic – you cannot repeat X-action (or stop taking damage) until you have rolled Y or higher on a dZ."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.