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Lvl 14 rogue vs. (lvl 14) red dragon
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<blockquote data-quote="Klaus" data-source="post: 6070281" data-attributes="member: 607"><p>Let's see...</p><p></p><p>GENIUS - Dragons, even if not genius per se, are extremely long lived, with very good memory (remembers every coin of its hoard, I hear say). So remember the times when the DM plays down a creature's tactics because they're not that bright? This is not one of those times. The dragon recognizes what each PC can do, who's a great warrior, who's a spellcaster, takes down the healer first, etc.</p><p></p><p>MINIONS - Doesn't need to be factored in the stat block. Fill the area around the lair with whichever creatures fit the region. They're either in league with the dragon, or want to stop the PCs from angering the beast even further.</p><p></p><p>FEAR - I don't particularly like giving dragons a fear aura, as I think they're frightful enough. But if I had to give it such a power, it'd be something along these lines:</p><p>Fearsome: Enemies that haven't acted before the dragon takes its first turn must succeed on a DC X Wisdom or Charisma saving throw or move 100 feet away from the dragon, or until the dragon is out of sight (whichever comes first).</p><p></p><p>FLIGHT - Obviously, all true dragons have fly speeds. Coupled with its breath weapon, a dragon in the open can simply do strafing runs and wear down its opponents. To have a chance against a dragon, one has to negate flight, usually by fighting the dragon indoors (typically in its lair, where its Blindsense would make up for the loss of Flight).</p><p></p><p>SIZE - I'd give the dragon the Bruiser trait (guaranteeing Str modifier damage in case its physical attack misses) and give it a tail attack that works as an area attack that deals damage and pushes enemies back. Enemies can choose not to be knocked back, and instead fall prone. Or maybe a trait that pushes enemies back (and/or deals damage) when they hit the dragon, from the thrashing of the beast's enormous bulk.</p><p></p><p>MIGHT - By giving the dragon reactions based on its hit points dropping, you guarantee that it will fight fiercely. The more the PCs trounce the dragon, the harder it fights back. Imagine if the PCs surprise the dragon and drop half of its hit points in a single round? The dragon will take its Instinctive Action, use its Bloodied Breath and take its actions, giving the PCs as good as it's getting.</p></blockquote><p></p>
[QUOTE="Klaus, post: 6070281, member: 607"] Let's see... GENIUS - Dragons, even if not genius per se, are extremely long lived, with very good memory (remembers every coin of its hoard, I hear say). So remember the times when the DM plays down a creature's tactics because they're not that bright? This is not one of those times. The dragon recognizes what each PC can do, who's a great warrior, who's a spellcaster, takes down the healer first, etc. MINIONS - Doesn't need to be factored in the stat block. Fill the area around the lair with whichever creatures fit the region. They're either in league with the dragon, or want to stop the PCs from angering the beast even further. FEAR - I don't particularly like giving dragons a fear aura, as I think they're frightful enough. But if I had to give it such a power, it'd be something along these lines: Fearsome: Enemies that haven't acted before the dragon takes its first turn must succeed on a DC X Wisdom or Charisma saving throw or move 100 feet away from the dragon, or until the dragon is out of sight (whichever comes first). FLIGHT - Obviously, all true dragons have fly speeds. Coupled with its breath weapon, a dragon in the open can simply do strafing runs and wear down its opponents. To have a chance against a dragon, one has to negate flight, usually by fighting the dragon indoors (typically in its lair, where its Blindsense would make up for the loss of Flight). SIZE - I'd give the dragon the Bruiser trait (guaranteeing Str modifier damage in case its physical attack misses) and give it a tail attack that works as an area attack that deals damage and pushes enemies back. Enemies can choose not to be knocked back, and instead fall prone. Or maybe a trait that pushes enemies back (and/or deals damage) when they hit the dragon, from the thrashing of the beast's enormous bulk. MIGHT - By giving the dragon reactions based on its hit points dropping, you guarantee that it will fight fiercely. The more the PCs trounce the dragon, the harder it fights back. Imagine if the PCs surprise the dragon and drop half of its hit points in a single round? The dragon will take its Instinctive Action, use its Bloodied Breath and take its actions, giving the PCs as good as it's getting. [/QUOTE]
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Lvl 14 rogue vs. (lvl 14) red dragon
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