In my parties first adventure they freed the soul of the 1st green dragon from an orb of dragon kind. It has since spent its freedom deceiving and manipulating the realm. Time has come for my party to deal with this threat. I want the encounter to be more memorable than just 'big green dragon.' I was thinking about giving it an ability that goes above and beyond what is normally available and make it a very unique encounter. I was contemplating the area around it being filled with a very dangerous and tricky poison. Every turn past the first, everyone will start to take the effect without save (this is the BBEG after all, so it's got to have some bang for its buck). The effect I have in mind is that each turn the players loose a number off the d20 starting from 20 working its way down. If they were to roll a number that has been removed, they would roll again until a valid number is rolled. My big question comes from should I remove their crit chance with the 20 or should I move the crit down the line (but remove the auto hit on the would be crit). I feel this will give the players a very unique threat that isn't immediately game breaking but also puts a timer on the encounter. What do you guys think about this?
Also, to promote discussion, what cool or unique abilities have you guys given your BBEG's or other encounters?
Assuming an Adult Green Dragon, which would have an AC of 19 making it pretty difficult to hit as is, removing numbers from the d20 every turn is extreme. I mean, your players will have to do over 200 damage in less than probably 5 or 6 turns, while contending with a legendary villain with lair actions.
I personally think using lair actions will make the fight memorable enough. Have a gander at this thread also, which goes into detail on how to make encountering a dragon memorable, and difficult. It shouldn't be a pushover fight, and with they way they are built it won't be if you play it smart. Dragons are quite old and likely have faced their fair share of adventurers over their lives, they surely know the common tricks that are coming up and can react to that.
There are many variables also though before much advice can be given: what level is the party? How many in the party? Will they be worn out around the time of this fight, or fully rested?
3) (Collville inspired) BLOODIED - Upon dropping below 50% max health: (then some examples)
- frenzy, gains an additional attack
- coward; gains disengage/dash as a bonus action
- Enraged; gains resistance to (Bludgeon, Slashing, Piercing damage) and adv on ... you guessed it.. Strength checks
- Rapid; gains +10 to their initiative.
- Marytr ; As a reaction action can take the attack directed to an adjacent allied creature.
Phyrric Strike - as reaction - upon dropping to 0 hp - explodes (CR d8 force (or whatever) damage)
- curse - as per spell, lasts until removed/dispelled.
- Dust to Dust (sore loser) - it body and all items and equipment on (or in) its body are destroyed - turning to sand/dust/vapor/ichor/... cheese, whatever seems apropos.
Have the dragon be so chaotic, that at the beginning of each player's turn they roll from the wild magic surge table. Or use this for bonus awesomeness. Maybe only bring out that table for after they defeat the dragon and have everyone roll once. Then pleeeeeaaaasssee tell me what happened!
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In my parties first adventure they freed the soul of the 1st green dragon from an orb of dragon kind. It has since spent its freedom deceiving and manipulating the realm. Time has come for my party to deal with this threat. I want the encounter to be more memorable than just 'big green dragon.' I was thinking about giving it an ability that goes above and beyond what is normally available and make it a very unique encounter. I was contemplating the area around it being filled with a very dangerous and tricky poison. Every turn past the first, everyone will start to take the effect without save (this is the BBEG after all, so it's got to have some bang for its buck). The effect I have in mind is that each turn the players loose a number off the d20 starting from 20 working its way down. If they were to roll a number that has been removed, they would roll again until a valid number is rolled. My big question comes from should I remove their crit chance with the 20 or should I move the crit down the line (but remove the auto hit on the would be crit). I feel this will give the players a very unique threat that isn't immediately game breaking but also puts a timer on the encounter. What do you guys think about this?
Also, to promote discussion, what cool or unique abilities have you guys given your BBEG's or other encounters?
Assuming an Adult Green Dragon, which would have an AC of 19 making it pretty difficult to hit as is, removing numbers from the d20 every turn is extreme. I mean, your players will have to do over 200 damage in less than probably 5 or 6 turns, while contending with a legendary villain with lair actions.
I personally think using lair actions will make the fight memorable enough. Have a gander at this thread also, which goes into detail on how to make encountering a dragon memorable, and difficult. It shouldn't be a pushover fight, and with they way they are built it won't be if you play it smart. Dragons are quite old and likely have faced their fair share of adventurers over their lives, they surely know the common tricks that are coming up and can react to that.
There are many variables also though before much advice can be given: what level is the party? How many in the party? Will they be worn out around the time of this fight, or fully rested?
How do you get a one-armed goblin out of a tree?
Wave!
1) Impart a vulnerability curse.
2) Errode target's AC
3) (Collville inspired)
BLOODIED - Upon dropping below 50% max health: (then some examples)
- frenzy, gains an additional attack
- coward; gains disengage/dash as a bonus action
- Enraged; gains resistance to (Bludgeon, Slashing, Piercing damage) and adv on ... you guessed it.. Strength checks
- Rapid; gains +10 to their initiative.
- Marytr ; As a reaction action can take the attack directed to an adjacent allied creature.
Phyrric Strike - as reaction - upon dropping to 0 hp
- explodes (CR d8 force (or whatever) damage)
- curse - as per spell, lasts until removed/dispelled.
- Dust to Dust (sore loser) - it body and all items and equipment on (or in) its body are destroyed - turning to sand/dust/vapor/ichor/... cheese, whatever seems apropos.
"Aut viam inveniam aut faciam."
GM
⬐ This is how I find out if I'm not being an ass
Have the dragon be so chaotic, that at the beginning of each player's turn they roll from the wild magic surge table. Or use this for bonus awesomeness. Maybe only bring out that table for after they defeat the dragon and have everyone roll once. Then pleeeeeaaaasssee tell me what happened!