Im gearing up for a (gold) dragon fight soon, and the problem is the group's gloomstaker/archer. she ignores cover, and range penalties, 90 first-round damage has been normal. (L10)
A total win for the party is to cast greater restoration on it, curing its insanity, and allowing negotiation.
- but that needs to burn through legendary resistances. and the 4-person party doesn't force many saves.
killing it will also free it, and it will ask to be raised with its last breath
mostly I just gave it +34 hp (20% increase)
Perhaps a bloodied trigger? Dragon gains +5 AC or resistance to all ranged attack damage when it becomes bloodied. ill keep that in my back pocket.
I've run for a gloomstalker/sharpshooter ranger before – it's probably one of the more "broken" aspects of 5e in that it requires significant GM adaptation to maintain the sense of threat in most fights. DMDavid gives a solid
breakdown of the sharpshooter feat's issues. There's a strong argument to be made for house ruling / nerfing it, but I'm gonna assume you'll keep the build as-is, so I'll give some suggestions about how to adapt (like your bloodied trigger):
- What if this dragon has scales that give it resistance to damage from ranged weapons? You might include caveats like a special "Aimed Shot" action (i.e. no multi-attacks, possibly requiring a check) can spot a chink in the scales to bypass this resistance.
- What if, while it's recharging its breath weapon (and assume the dragon is recharging from the start of combat), its scales superheat to the point that non-magical ammunition melts before striking the dragon? So it's immune to ranged weapons except for the round in which it uses its breath weapon, encouraging the ranger PC to wait for an opening and/or Ready her attack.
- What if the pillars are massive enough to provide Total Cover to the dragon? This would require the PCs move around to get a clear shot.
- What if the pillars cause slow-type effects to the point of freezing projectiles that pass through a cold aura mid-flight? This would might require using some actions to destroy some pillars.
- What if the dragon can breathe fire on a cold pillar, creating a huge cloud of steam that Heavily Obscures the area until the start of its next turn?
- What if, on the first turn of combat in which the Gloomstalker ranger PC would benefit from Dread Ambusher, the dragon begins behind, or quickly flies behind, total cover?
- What if, for this encounter, the ranger PC can make special "whistling shots" that tradeoff damage to reduce the Legendary Resistances of the dragon? For ex, if the ranger PC would deal 45+ damage (or whatever target # you choose), she may instead opt to deal no damage, but reduce the dragon's Legendary Resistances by one. This might be narrated as whispering to her arrows and the arrows nicking the dragon and delivering the whispered message. Heck, you could extend this to other PCs as well.
If those ideas are too much, you can always fall back on the encounter being more about the Moral Dilemma (e.g. maybe raising the dragon is fallible, or not guaranteed, or involves risk) than about the tactics/strategy involved.
Current Lair actions:
Banish target to dream world (can return with save or investigation skill roll) max 1 inhabitant
- the dream world contains campaign clues...
Activate Lair Defenses - Pillars in the lair do cold damage (10r) in a predictable sequence.
this dragon breathes fire, so a little cold damage is helpful against rivals /hunters.
Is it too video gamey to force players to rotate around the room to avoid environmental damage?
Those are interesting lair actions.
While yes, it's "video gamey", it does accomplish the goal of getting PCs moving rather than turtling together and shooting their way to victory.
But there are other ways to encourage that – some of my above suggestions present "carrot" methods to encourage movement (as opposed to the cold damage being a "stick" method).
If you prefer the "stick" method (or some combo of the two), you can mitigate the transparent "video gameness" by layering some narrative about
why the pillars become infused with terrible cold in some sequence. Maybe the spirits of the dragon's dead wyrmlings haunt the chamber, and their flight pattern (perceivable with
see invisibility / Dragonsight) explains the sequence of cold pillar activation? Maybe the pillars are engraved with Draconic runes that spell out the dragon's True Name reversed/backwards (and if PCs realize this and speak its True Name in the right order that removes 1 or more Legendary Resistances from it)?