If the ability to create Animated Breath is not in a dragon's statblock, then it can not do so.
Essentially, this creature is given an open ended creation story that the DM can work into their world however they see fit. Maybe every dragon can do this as part of a ritual over a short rest, or maybe the method has been long forgotten and all of the existing Animated Breaths are centuries old.
If you want a suggestion for how to run these in your own campaign, I would point you toward the spell Create Magen for inspiration.
For those of us that don't have the module, could you summarize it for us?
If the DM decides to allow the giant foundling and rune carver backgrounds, all characters in the campaign gain access to a bonus feat. If you select one of those backgrounds, you gain the bonus feat specified in that background. If the background you choose doesn’t provide a feat, you gain a bonus feat of your choice from the following list (these feats appear in the Player’s Handbook):
So the way I'm understanding this, If I have a party of 5 and one of them chooses a giant foundling background, all the other players get to pick either the Skilled or Tough Feat.
Am I understanding this correctly? Yes or No, if no please explain why.
If you could tell us the specific adventure you plan on running, we might have a better context for the changes you could make. In addition to the other great advice here, this is what I propose:
Per eapiv's suggestion, the party roflstomps the early encounters, provided the enemies are dumb enough to even show up. "You're walking through the wilderness, and some hunters, hunched over a campfire, see you and wave. Roll Insight." As it turns out these are bandits, but they won't attack the party because they're famous for being better at robbing people of their souls than these bandits are of people's gold. They'd rather avoid the fight, because while they're desperate, they're not that desperate. Maybe they're recognised as bandits and have a bounty on their heads. Maybe they'll turn themselves in if it means they can repent.
Give monsters feats. Every group of enemies has at least one specialist who can do something. A goblin with the chef feat was one of my all-time favourites, who would command others to eat a healing cookie. Imagine a bugbear with Polearm Master. Imagine a bunch of monsters with different Eldritch Adept feat choices.
Use traps and wear down the party. Tucker's Kobolds tells the hilarious tale of how a bunch of weaklings utterly humiliate and destroy a seasoned adventuring party.
Hope that helps, and I hope you and your team have a great time with the adventure!
Looking at the Curse of Strahd.
Love Tuckers Kobolds as a story, terrified of them as a player, inspired by them as a DM.
Forgive me if I was unable to find this already. I want to run my players through a new adventure campaign, and they are already lvl 6 and the adventure starts at lvl 1. They don't want to start new characters, I want to use this adventure. How do I bump up the challenge of the main villain and the encounters when they are already such a high level? I feel that starting them in the middle would be an issue as their is backstory from the earlier parts of the adventure.
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For those of us that don't have the module, could you summarize it for us?
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Chapter 2: Dungeon Master's Tools
Encounter Building
How to you determine how many are needed for those rare multiple 21 and over CR monsters?
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Bonus Feats
If the DM decides to allow the giant foundling and rune carver backgrounds, all characters in the campaign gain access to a bonus feat. If you select one of those backgrounds, you gain the bonus feat specified in that background. If the background you choose doesn’t provide a feat, you gain a bonus feat of your choice from the following list (these feats appear in the Player’s Handbook):
So the way I'm understanding this, If I have a party of 5 and one of them chooses a giant foundling background, all the other players get to pick either the Skilled or Tough Feat.
Am I understanding this correctly? Yes or No, if no please explain why.
Thank you.
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Looking at the Curse of Strahd.
Love Tuckers Kobolds as a story, terrified of them as a player, inspired by them as a DM.
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Modify the monsters with more CP or swap out the monster with the same type but a higher CR lvl?
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Forgive me if I was unable to find this already. I want to run my players through a new adventure campaign, and they are already lvl 6 and the adventure starts at lvl 1. They don't want to start new characters, I want to use this adventure. How do I bump up the challenge of the main villain and the encounters when they are already such a high level? I feel that starting them in the middle would be an issue as their is backstory from the earlier parts of the adventure.