mellored
Legend
The idea is to turn big creatures into multiple connected smaller ones. Each part has it's own HP and turn.
This replaces legendary resistance, legendary actions, and multi-attack. As you get more turns to make saves, and do more small actions between PC turns.
Still needs something about AoEs /teleports / Banishment. So any thoughts on that?
Example
Adult Dragon (9 sub-creatures)
All parts have the following statistics unless otherwise noted.
Armor Class 19 (Natural Armor)
Hit Points 256 (19d12+133)
Resistance to element
Immune to Charm and Frightened (except the head)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Initiative: head (+ 10), claw (+7), wing (+5), claw (+2), tail (+0), claw (-2), wing (-5), claw (-7), body (-10)
Head: initiative +10
AC: 24, advantage on Dex saves
HP 50
Move: 0'
Actions: Breath, Bite
Incapacitated: when Incapacitated, the rest of the parts Move and attack the nearest creature, irrelevant of alignment.
Body:
HP 200
Action: Dragons Lungs: Stun 2 body parts for a turn ro recharge the heads breath weapon.
Bonus Action: Dragons Heart: heal another body part 20HP, and take 20 damage.
Wings (2):
HP 40
Move: Fly 30'.
Action: each creature within 10' cone a save or is pushed back.
Incapacitated: If one wing is incapacitated, the dragon falls slowly at the end of the turn. If both are, it just falls.
Tail:
HP: 40
Action: Tail whip
Claws (x4)
HP 25
Move: 10', climb 10'
Action: Make a claw attack
This replaces legendary resistance, legendary actions, and multi-attack. As you get more turns to make saves, and do more small actions between PC turns.
Still needs something about AoEs /teleports / Banishment. So any thoughts on that?
Example
Adult Dragon (9 sub-creatures)
All parts have the following statistics unless otherwise noted.
Armor Class 19 (Natural Armor)
Hit Points 256 (19d12+133)
Resistance to element
Immune to Charm and Frightened (except the head)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Initiative: head (+ 10), claw (+7), wing (+5), claw (+2), tail (+0), claw (-2), wing (-5), claw (-7), body (-10)
Head: initiative +10
AC: 24, advantage on Dex saves
HP 50
Move: 0'
Actions: Breath, Bite
Incapacitated: when Incapacitated, the rest of the parts Move and attack the nearest creature, irrelevant of alignment.
Body:
HP 200
Action: Dragons Lungs: Stun 2 body parts for a turn ro recharge the heads breath weapon.
Bonus Action: Dragons Heart: heal another body part 20HP, and take 20 damage.
Wings (2):
HP 40
Move: Fly 30'.
Action: each creature within 10' cone a save or is pushed back.
Incapacitated: If one wing is incapacitated, the dragon falls slowly at the end of the turn. If both are, it just falls.
Tail:
HP: 40
Action: Tail whip
Claws (x4)
HP 25
Move: 10', climb 10'
Action: Make a claw attack