MortalPlague
Adventurer
So I made some tweaks. You can find Version 2.5 on the front page, or I've reposted it here as well.
Major Changes:
Red Dragon - Version 2.5
Huge Dragon
Armor Class 18 (scales)
Hit Points 244
Speed 40 ft (fly 40 ft)
Senses darkvision 60 ft
Str 22 (+6) Dex 12 (+1) Con 17 (+3)
Int 18 (+4) Wis 14 (+2) Cha 15 (+2)
Alignment lawful evil
Languages Common, Draconic, Elven, Giant
Traits
Impenetrable Hide: Whenever the dragon takes damage, prevent 10 points of that damage. If an attack would beat the dragon's AC by 5, the attack creates a chink in the dragon's armor, and it loses this resistance.
When the dragon has lost its resistance, it fights more defensively. It may choose to spend its superiority dice to parry attacks, reducing damage by the total rolled.
On its turn, if the dragon is in its hoard, it can choose not to move. Instead it can roll in the treasure and fill the weak spot in, regaining this resistance.
Ferocity: The dragon has 2d10 of combat superiority dice, which refresh at the end of its turn. It can spend those dice to add damage to its attacks. Additionally, it may spend these dice as follows:
Rampage: Spend 1 die to use any attack except its breath weapon.
Knockback: Spend 1 die to knock back 20 feet a creature it strikes, dealing 1d6 additional damage.
Prowl: Spend 1 die to move the dragon's speed.
These dice may be spent between initiative counts, as well as on the dragon's turn.
Snatch Momentum: If the dragon takes more than 25 damage from a single attack, add a d10 to its combat superiority pool. Dice gained in this way do not refresh, and are lost at the end of the dragon's turn if they haven't been used.
Actions
Melee Attack - Claw: Two attacks: +7 to hit (reach 10 ft, one creature). Hit: 1d8 + 6 damage.
Melee Attack - Bite: +7 to hit (reach 10 ft, one creature). Hit: 2d6 + 6 damage, and the target is snatched up in the dragon's jaws. The dragon may only have one creature in its jaws at a time. If the dragon bites with a creature already in its jaws, that creature is swallowed on a hit.
Melee Attack - Tail Sweep: +5 to hit (reach 15 ft, up to three adjacent creatures within range). Hit: 1d6 + 3 damage, and each target is knocked 10 feet further from the dragon.
Ranged Attack - Spit Fire: +7 to hit (range 50/150). Hit: 1d10 + 4 fire damage.
Area Attack - Breathe Fire: The dragon breathes fire in a 30 foot cone. Any creature in the area takes 4d10 fire damage. Targets may attempt a Dex save (DC 13) for half damage. The dragon cannot breathe fire again for 1d4 rounds.
Ranged Attack - Fling The Morsel: +7 to hit (range 50/100 ft, requires the dragon to have a creature in its jaws, targets one additional creature). Hit: 2d10 + 6 damage to both creatures. Miss: 2d10 + 6 damage to the thrown creature. Special: The thrown creature falls prone in a space adjacent to the target.
Swallow Whole: The dragon may use its bite to swallow a creature. While swallowed, the target takes 3d8 acid damage at the start of every turn. The acid damage may not be parried.
The swallowed creature may attack the dragon's stomach with disadvantage, though the stomach's AC is only 16. Swallowed creatures may not weaken the dragon's armor.
Major Changes:
- The dragon has received a +2 bonus to hit on all its attacks. I haven't yet increased the damage, I'd like to test increased accuracy and see how that plays.
- While weakened, the dragon can spend superiority dice to parry attacks. It's a trade-off; each die they force the dragon to spend is one less attack he can make.
- High damage hits will now generate extra superiority dice for the dragon. So if he takes a couple of crits in a row, he comes roaring back. It gives the dragon a mechanic that makes him more dangerous if he's being destroyed quickly.
- Gave the dragon the option to move around using the superiority dice. I found he wound up rooted in one spot for most of the test fight, so I want the option in his repertoire to be able to move about more frequently.
- Took the ongoing damage off of the breath weapon, and took away the superheated zone. I like the ideas, but I want to find a better way to put them in. Each time the dragon breathed during my test run, it was a chore to lay down all those effects. For now, I've upped the damage slightly to compensate for the loss of control.
Red Dragon - Version 2.5
Huge Dragon
Armor Class 18 (scales)
Hit Points 244
Speed 40 ft (fly 40 ft)
Senses darkvision 60 ft
Str 22 (+6) Dex 12 (+1) Con 17 (+3)
Int 18 (+4) Wis 14 (+2) Cha 15 (+2)
Alignment lawful evil
Languages Common, Draconic, Elven, Giant
Traits
Impenetrable Hide: Whenever the dragon takes damage, prevent 10 points of that damage. If an attack would beat the dragon's AC by 5, the attack creates a chink in the dragon's armor, and it loses this resistance.
When the dragon has lost its resistance, it fights more defensively. It may choose to spend its superiority dice to parry attacks, reducing damage by the total rolled.
On its turn, if the dragon is in its hoard, it can choose not to move. Instead it can roll in the treasure and fill the weak spot in, regaining this resistance.
Ferocity: The dragon has 2d10 of combat superiority dice, which refresh at the end of its turn. It can spend those dice to add damage to its attacks. Additionally, it may spend these dice as follows:
Rampage: Spend 1 die to use any attack except its breath weapon.
Knockback: Spend 1 die to knock back 20 feet a creature it strikes, dealing 1d6 additional damage.
Prowl: Spend 1 die to move the dragon's speed.
These dice may be spent between initiative counts, as well as on the dragon's turn.
Snatch Momentum: If the dragon takes more than 25 damage from a single attack, add a d10 to its combat superiority pool. Dice gained in this way do not refresh, and are lost at the end of the dragon's turn if they haven't been used.
Actions
Melee Attack - Claw: Two attacks: +7 to hit (reach 10 ft, one creature). Hit: 1d8 + 6 damage.
Melee Attack - Bite: +7 to hit (reach 10 ft, one creature). Hit: 2d6 + 6 damage, and the target is snatched up in the dragon's jaws. The dragon may only have one creature in its jaws at a time. If the dragon bites with a creature already in its jaws, that creature is swallowed on a hit.
Melee Attack - Tail Sweep: +5 to hit (reach 15 ft, up to three adjacent creatures within range). Hit: 1d6 + 3 damage, and each target is knocked 10 feet further from the dragon.
Ranged Attack - Spit Fire: +7 to hit (range 50/150). Hit: 1d10 + 4 fire damage.
Area Attack - Breathe Fire: The dragon breathes fire in a 30 foot cone. Any creature in the area takes 4d10 fire damage. Targets may attempt a Dex save (DC 13) for half damage. The dragon cannot breathe fire again for 1d4 rounds.
Ranged Attack - Fling The Morsel: +7 to hit (range 50/100 ft, requires the dragon to have a creature in its jaws, targets one additional creature). Hit: 2d10 + 6 damage to both creatures. Miss: 2d10 + 6 damage to the thrown creature. Special: The thrown creature falls prone in a space adjacent to the target.
Swallow Whole: The dragon may use its bite to swallow a creature. While swallowed, the target takes 3d8 acid damage at the start of every turn. The acid damage may not be parried.
The swallowed creature may attack the dragon's stomach with disadvantage, though the stomach's AC is only 16. Swallowed creatures may not weaken the dragon's armor.