I'm making this thread to get opinions on all of these I'm adding to the 2024 statblock of the Ancient Red Dragon I've been working on for a while now. Just throw these on the stats, and u get what I'm making, I would love to have some feedback on my idea, this dragon also has the Epic Boon of Terror btw. The Burning Eruption idea I got from the lair description, but how it currently is, it doesn't reflect what it says, so I made that extra addition. The reason for the Truesight is since Greatwyrms im assuming doesn't & will not exist in 2024 rules, giving it to Ancient Dragons would be the next best thing. I wanted to give this dragon expertise in these 3 skills because it seems the best to give to a Red Dragon, especially an Ancient one that's like at least 800 yrs old. Does any of this change any on the normal statblock? Like does it affect the CR, Hit Points, or PB?
Smoke Breath. Dexterity Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: Each creature gets Disadvantage on attack rolls, and they have the Blinded condition. The area becomes Heavily Obscured. The smoke lingers until the start of the dragon's next turn.
•Reactions:
Dragonic Guard (2/Day). Trigger: A creature the dragon can see makes an attack roll against it. Response: The dragon casts Shield in response to the spell’s trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.
Flee, Fools! (1/Rest). When a creature with the Frightened condition starts its turn within 60 feet of the dragon, the dragon can take a Reaction to stoke its terror, if it can see the creature and it isn't behind Total Cover. The target must succeed on a DC 24 Wisdom saving throw or spend its turn moving away from the dragon by the fastest available means.
•New Lair Action:
Burning Eruption. While in its lair, the dragon can cast Earthquake, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the ground within 500 ft. of its lair, regardless if the dragon is inside or outside. When the dragon uses the Fissure special function, the dragon can summon a Fire Elemental Spirit from one of the fissures within 90 ft. of itself, that Elemental Spirit is under the dragon's control as if it had cast the Summon Elemental (level 9 version). The creature’s size does not change and the dragon does not need to maintain Concentration.
I like the truesight, the reactions, and the smoke breath, but the spells seem a bit excessive. the Meteor Swarm can do more damage than its breath weapon, and two every party member. I think most parties will be basically toast after a breath weapon and meteor swarm in the first two turns.
I like the truesight, the reactions, and the smoke breath, but the spells seem a bit excessive. the Meteor Swarm can do more damage than its breath weapon, and two every party member. I think most parties will be basically toast after a breath weapon and meteor swarm in the first two turns.
Yes, I was debating whether to keep that or leave it out
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I'm making this thread to get opinions on all of these I'm adding to the 2024 statblock of the Ancient Red Dragon I've been working on for a while now. Just throw these on the stats, and u get what I'm making, I would love to have some feedback on my idea, this dragon also has the Epic Boon of Terror btw. The Burning Eruption idea I got from the lair description, but how it currently is, it doesn't reflect what it says, so I made that extra addition. The reason for the Truesight is since Greatwyrms im assuming doesn't & will not exist in 2024 rules, giving it to Ancient Dragons would be the next best thing. I wanted to give this dragon expertise in these 3 skills because it seems the best to give to a Red Dragon, especially an Ancient one that's like at least 800 yrs old. Does any of this change any on the normal statblock? Like does it affect the CR, Hit Points, or PB?
Skills: Arcana +18, Intimidation +24, Perception +23
Senses: Blindsight 80 ft., Darkvision 80 ft., Truesight 120 ft.; Passive Perception 33
Languages: Common, Draconic, Infernal, Primordial (Ignan)
•Traits:
Magic Resistance: The dragon has Advantage on saving throws against spells and other magical effects.
•Actions:
At Will: Command (level 6 version), Detect Magic, Scorching Ray (level 6 version)
1/Day Each: Earth Tremor (level 6 version), Fireball (level 8 version), Meteor Swarm, Mold Earth, Move Earth, Scrying
Smoke Breath. Dexterity Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: Each creature gets Disadvantage on attack rolls, and they have the Blinded condition. The area becomes Heavily Obscured. The smoke lingers until the start of the dragon's next turn.
•Reactions:
Dragonic Guard (2/Day). Trigger: A creature the dragon can see makes an attack roll against it. Response: The dragon casts Shield in response to the spell’s trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.
Flee, Fools! (1/Rest). When a creature with the Frightened condition starts its turn within 60 feet of the dragon, the dragon can take a Reaction to stoke its terror, if it can see the creature and it isn't behind Total Cover. The target must succeed on a DC 24 Wisdom saving throw or spend its turn moving away from the dragon by the fastest available means.
•New Lair Action:
Burning Eruption. While in its lair, the dragon can cast Earthquake, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the ground within 500 ft. of its lair, regardless if the dragon is inside or outside. When the dragon uses the Fissure special function, the dragon can summon a Fire Elemental Spirit from one of the fissures within 90 ft. of itself, that Elemental Spirit is under the dragon's control as if it had cast the Summon Elemental (level 9 version). The creature’s size does not change and the dragon does not need to maintain Concentration.
I like the truesight, the reactions, and the smoke breath, but the spells seem a bit excessive. the Meteor Swarm can do more damage than its breath weapon, and two every party member. I think most parties will be basically toast after a breath weapon and meteor swarm in the first two turns.
Yes, I was debating whether to keep that or leave it out