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Suggestions on reworking a Dragon encounter.
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<blockquote data-quote="Asha'man" data-source="post: 6139297" data-attributes="member: 52424"><p>Behold, the Ibrandlin!</p><p></p><p>It's a 2E Forgotten Realms monster, "created by evil clerics as guardian beasts". I found this 3.5 conversion using Google.</p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Ibrandlin</strong></span></p><p><span style="font-size: 10px">Gargantuan Dragon (Fire)</span></p><p><span style="font-size: 10px">Hit Dice: 10d12+70 (135 hp)</span></p><p><span style="font-size: 10px">Initiative: +0</span></p><p><span style="font-size: 10px">Speed: 20 ft., climb 20 ft.</span></p><p><span style="font-size: 10px">AC: 17 (+11 natural, –4 size)</span></p><p><span style="font-size: 10px">Attacks: Bite +18 melee, 4 claws +13 melee</span></p><p><span style="font-size: 10px">Damage: Bite 4d6+12, claw 2d8+6</span></p><p><span style="font-size: 10px">Face/Reach: 10 ft. by 30 ft./15 ft.</span></p><p><span style="font-size: 10px">Special Attacks: Breath weapon, pin</span></p><p><span style="font-size: 10px">Special Qualities: Fire subtype, SR 20</span></p><p><span style="font-size: 10px">Saves: Fort +14, Ref +7, Will +7</span></p><p><span style="font-size: 10px">Abilities: Str 35, Dex 11, Con 24, Int 4, Wis 10, Cha 9</span></p><p><span style="font-size: 10px">Skills: Climb +20, Jump +22, Listen +12, Search +7, Spot +12</span></p><p><span style="font-size: 10px">Feats: Alertness, Blind-Fight, Power Attack</span></p><p><span style="font-size: 10px">Climate/Terrain: Any land and underground</span></p><p><span style="font-size: 10px">Organization: Solitary or family (2–8)</span></p><p><span style="font-size: 10px">Challenge Rating: 5 (sic!)</span></p><p><span style="font-size: 10px">Treasure: None</span></p><p><span style="font-size: 10px">Alignment: Always lawful neutral</span></p><p><span style="font-size: 10px">Advancement: 11–20 HD (Gargantuan)</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Ibrandlins, also called “lurkers in darkness,” are dragonlike monsters created by clerics to guard sacred underground locations. They look like elongated, wingless red dragons, with gray-scaled bodies tinged with red on the back and belly.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Ibrandlins speak halting Draconic.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Combat</strong></span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px">Ibrandlins attack with a lethal combination of raking claws and a vicious bite. They rear up on their tails in order to use all four claws at once while simultaneously either biting or using their fiery breath weapon. They follow the simple commands of the clerics of Ibrandul—“Attack!” and “Defend!” are common commands—but the beasts are also trained to “stand guard,” meaning that they will prevent a designated creature from moving.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em><strong>Breath Weapon (Su):</strong></em> Once every 5 rounds, an ibrandlin can breathe a 30-foot cone of fire that deals 2d6 points of fire damage to every creature it touches. Affected characters who make a successful Reflex save (DC 21) take half damage. An ibrandlin can use its breath weapon and its claw attacks in the same round by using a full attack action. In this case, the creature forfeits its bite attack in favor of the breath weapon.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em><strong>Pin (Ex):</strong></em> An ibrandlin can jump and land on opponents as a standard action, using its whole body to attack. A pin attack is effective only against Medium-size or smaller opponents. An ibrandlin can pin as many creatures as will fit under its body (a 10-ft.-by-30-ft. area). Creatures in the affected area must roll successful Reflex saves (DC 21) or be pinned under the ibrandlin. The ibrandlin can choose whether or not to deal damage. Creatures that lie still are simply pinned (treat as a grapple attack), while those that move or fight take 4d6 points of damage per round until they escape.</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><em><strong>Fire Subtype (Ex):</strong></em> Fire immunity, double damage from cold except on a successful save.</span></p><p></p><p></p><p>Now, that thing is obviously not CR 5 (what were they thinking?) but I think it should be within the means of a 7th level party as a "boss fight", especially if it's chained in place and so can't move freely. Just make sure that the dungeon layout doesn't enable the PCs to attack it from complete safety, either.</p></blockquote><p></p>
[QUOTE="Asha'man, post: 6139297, member: 52424"] Behold, the Ibrandlin! It's a 2E Forgotten Realms monster, "created by evil clerics as guardian beasts". I found this 3.5 conversion using Google. [SIZE=2] [B]Ibrandlin[/B] Gargantuan Dragon (Fire) Hit Dice: 10d12+70 (135 hp) Initiative: +0 Speed: 20 ft., climb 20 ft. AC: 17 (+11 natural, –4 size) Attacks: Bite +18 melee, 4 claws +13 melee Damage: Bite 4d6+12, claw 2d8+6 Face/Reach: 10 ft. by 30 ft./15 ft. Special Attacks: Breath weapon, pin Special Qualities: Fire subtype, SR 20 Saves: Fort +14, Ref +7, Will +7 Abilities: Str 35, Dex 11, Con 24, Int 4, Wis 10, Cha 9 Skills: Climb +20, Jump +22, Listen +12, Search +7, Spot +12 Feats: Alertness, Blind-Fight, Power Attack Climate/Terrain: Any land and underground Organization: Solitary or family (2–8) Challenge Rating: 5 (sic!) Treasure: None Alignment: Always lawful neutral Advancement: 11–20 HD (Gargantuan) Ibrandlins, also called “lurkers in darkness,” are dragonlike monsters created by clerics to guard sacred underground locations. They look like elongated, wingless red dragons, with gray-scaled bodies tinged with red on the back and belly. Ibrandlins speak halting Draconic. [B]Combat[/B] Ibrandlins attack with a lethal combination of raking claws and a vicious bite. They rear up on their tails in order to use all four claws at once while simultaneously either biting or using their fiery breath weapon. They follow the simple commands of the clerics of Ibrandul—“Attack!” and “Defend!” are common commands—but the beasts are also trained to “stand guard,” meaning that they will prevent a designated creature from moving. [I][B]Breath Weapon (Su):[/B][/I] Once every 5 rounds, an ibrandlin can breathe a 30-foot cone of fire that deals 2d6 points of fire damage to every creature it touches. Affected characters who make a successful Reflex save (DC 21) take half damage. An ibrandlin can use its breath weapon and its claw attacks in the same round by using a full attack action. In this case, the creature forfeits its bite attack in favor of the breath weapon. [I][B]Pin (Ex):[/B][/I] An ibrandlin can jump and land on opponents as a standard action, using its whole body to attack. A pin attack is effective only against Medium-size or smaller opponents. An ibrandlin can pin as many creatures as will fit under its body (a 10-ft.-by-30-ft. area). Creatures in the affected area must roll successful Reflex saves (DC 21) or be pinned under the ibrandlin. The ibrandlin can choose whether or not to deal damage. Creatures that lie still are simply pinned (treat as a grapple attack), while those that move or fight take 4d6 points of damage per round until they escape. [I][B]Fire Subtype (Ex):[/B][/I] Fire immunity, double damage from cold except on a successful save.[/SIZE] Now, that thing is obviously not CR 5 (what were they thinking?) but I think it should be within the means of a 7th level party as a "boss fight", especially if it's chained in place and so can't move freely. Just make sure that the dungeon layout doesn't enable the PCs to attack it from complete safety, either. [/QUOTE]
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