Gastronomie
2016-07-16, 11:20 AM
This was a boss monster I used in a low-level campaign I did with IRL friends, and boy did the players love this guy. This thread (http://www.giantitp.com/forums/showthread.php?494719-Interesting-5e-monsters) got me thinking I should show this to other people too, so here it is.
So, as the DM of the aforementioned low-level campaign, I supposed the boss monster had to be a dragon. This was because this was the first time playing D&D for many of the players, and I supposed throwing in the monster that has its name mentioned in the game title wouldn't be a bad thing.
Since the original entry in the Monster Manual was sorta boring, I gave him a lot of original attacks that made him really versatile, as well as hopefully interesting. He swipes, he bites, he swings, he flies, he breaths acid, and he even breaths darkness.
Also notice that to not make low-level characters frustrated due to his attacks never hitting their mark, the AC is low for a dragon (AC 15), but his HP is much higher to compensate.
All in all, I think this is one of my best creations so far.
In the original short campaign I used this guy in, this dragon's name was Bahl-Zolo, and he was the tyrannical and yet charismatic captain of a pirate gang - the "Black Wings" - composed of goblins and other evil humanoids. The adventurers fought him atop a sinking ship (because that's always just so awesome), and when Bahl-Zolo was finally defeated, none of the five players had over 5 HP left. They had used up almost all their resources to fight this guy and his gang. It was a close shot, but the players all managed to survive.
Of course, the players' victory was also a result of Bahl-Zolo's personality. Bahl-Zolo was arrogant, as well as sadistic, and instead of focusing all his attacks on a particular character, he spread out his attacks over the characters, using Wing Blast to nullify all opportunity attacks that result from him flying in and out of the characters' ranges. He didn't have enough experience to understand that he was dying, and thus insisted on fighting to the end, believing in his absolute superiority.
The characters were given low-level magic items crafted from the body of Bahl-Zolo, like a shortsword that dealt extra 1d6 acidic damage on a critical hit, a talisman that gave its wearer resistance to acidic damage for one minute as a reaction (once per day), and such.
Elite Black Dragon Wyrmling
Large dragon, chaotic evil
AC: 15 (If the players are level 5 or higher, increase this AC to 18)
Hit Points: 99 (13d10+26)
Speed: 30ft., fly 50ft., swim 30ft.
Str 18 (+4) Dex 16 (+3) Con 14 (+2)
Int 14 (+2) Wis 14 (+2) Cha 16 (+3)
Saving Throws: Dexterity +5, Constitution +4, Wisdom +4
Skills: Atheletics +7, Acrobatics +6, Stealth +6, Perception +5
Damage Immunity: Acid
Senses: blindsight 10ft., darkvision 60ft., passive perception 16
Languages: Any number of languages that the DM feels appropriate
Challenge Rating: 5 (1800 XP)
Amphibious. The dragon can breath air and water.
Acidic Adaptation. The dragon can move over difficult terrain caused by acid as though it were normal terrain, and it automatically succeeds on all saving throws and skill checks related to acidic terrain.
Actions
Multiattack. The dragon can use its “Wing Blast”. It then makes two attacks, selecting from those below (each attack must be a different one).
Wing Blast. The dragon beats its wings. Each creature within 5 feet of the dragon must succeed on a DC 13 Dexterity saving throw or be blown back up to 10 feet and use up its Reaction for this turn without doing anything. Even if the creature succeeded, the creature cannot make opportunity attacks against the dragon during this turn.
Normal Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 8 (1d8+4) piercing damage plus 3 (1d6) acid damage. If this attack has advantage, the acid damage increases to 7 (2d6).
Bite and Swing. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 7 (1d6+4) piercing damage. The dragon proceeds to swing its head while biting upon the target, and throws the target into a square within 15 feet. If the target hits an object, the creature takes an additional 3 (1d6) bludgeoning damage, and must succeed on a DC 13 Constitution saving throw or be knocked prone. If the target hits a creature, both creatures make a DC 13 Constitution saving throw, taking 2 (1d4) bludgeoning damage and being knocked prone on a failed save.
Acidic Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 8 (1d8+4) piercing damage. The target must succeed on a DC 13 Constitution saving throw or become affected by the highly corrosive acid of the dragon’s claws (mechanically, this is treated as the Poisoned condition) for one hour. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this condition caused by this dragon for the next 24 hours.
Tail Swipe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 8 (1d8+4) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be knocked away up to 10 feet, and become Stunned till the end of his next turn. If he succeeds, he is knocked away 5 feet.
Acid Bomb. Ranged Weapon Attack: +7 to hit, reach 60 ft., one target
Hit: 13 (3d8) acid damage. If this attack scores a critical hit, the damage changes to 18 (4d8), not 6d8.
Frightful Presence. Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 13 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6). Activate one of the following effects:
- The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. The area that the acid breath passes becomes slippery, difficult terrain. Any creature who starts his turn within this area or enters this area for the first time during his turn must succeed on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check or fall prone.
-The dragon grabs at a target within 10 feet (no roll required since this is just a theatre effect), tosses him into the air, and exhales his breath weapon at him alone. The target must make a DC 13 Dexterity saving throw with disadvantage, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
Reactions.
Barrier of Darkness (1/Day). When a creature within 10 feet makes a melee weapon attack at the dragon, the dragon may shoot inky darkness from his mouth at the target (the dragon casts the Darkness spell as a reaction, targeting the weapon the creature used to attack as the source of magical darkness). Ignoring the original text of the Darkness spell, the darkness emanates from the creature’s weapon and moves with it.
Bloodied Breath (1/Day). When the dragon's HP cuts 50, or when the dragon with 50 or less HP takes damage, as a reaction, the dragon activates its breath weapon, swinging its head as it does so. All creatures within a 15-feet half-circle centered upon the dragon must make a DC 13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. The area that the acid breath passes is treated as the same terrain as the one described in “Acid Breath”. Also, after using this reaction, change the recharge ability of “Acid Breath” to “4-6”.
Comments and constructive critisism greatly appreciated~~
So, as the DM of the aforementioned low-level campaign, I supposed the boss monster had to be a dragon. This was because this was the first time playing D&D for many of the players, and I supposed throwing in the monster that has its name mentioned in the game title wouldn't be a bad thing.
Since the original entry in the Monster Manual was sorta boring, I gave him a lot of original attacks that made him really versatile, as well as hopefully interesting. He swipes, he bites, he swings, he flies, he breaths acid, and he even breaths darkness.
Also notice that to not make low-level characters frustrated due to his attacks never hitting their mark, the AC is low for a dragon (AC 15), but his HP is much higher to compensate.
All in all, I think this is one of my best creations so far.
In the original short campaign I used this guy in, this dragon's name was Bahl-Zolo, and he was the tyrannical and yet charismatic captain of a pirate gang - the "Black Wings" - composed of goblins and other evil humanoids. The adventurers fought him atop a sinking ship (because that's always just so awesome), and when Bahl-Zolo was finally defeated, none of the five players had over 5 HP left. They had used up almost all their resources to fight this guy and his gang. It was a close shot, but the players all managed to survive.
Of course, the players' victory was also a result of Bahl-Zolo's personality. Bahl-Zolo was arrogant, as well as sadistic, and instead of focusing all his attacks on a particular character, he spread out his attacks over the characters, using Wing Blast to nullify all opportunity attacks that result from him flying in and out of the characters' ranges. He didn't have enough experience to understand that he was dying, and thus insisted on fighting to the end, believing in his absolute superiority.
The characters were given low-level magic items crafted from the body of Bahl-Zolo, like a shortsword that dealt extra 1d6 acidic damage on a critical hit, a talisman that gave its wearer resistance to acidic damage for one minute as a reaction (once per day), and such.
Elite Black Dragon Wyrmling
Large dragon, chaotic evil
AC: 15 (If the players are level 5 or higher, increase this AC to 18)
Hit Points: 99 (13d10+26)
Speed: 30ft., fly 50ft., swim 30ft.
Str 18 (+4) Dex 16 (+3) Con 14 (+2)
Int 14 (+2) Wis 14 (+2) Cha 16 (+3)
Saving Throws: Dexterity +5, Constitution +4, Wisdom +4
Skills: Atheletics +7, Acrobatics +6, Stealth +6, Perception +5
Damage Immunity: Acid
Senses: blindsight 10ft., darkvision 60ft., passive perception 16
Languages: Any number of languages that the DM feels appropriate
Challenge Rating: 5 (1800 XP)
Amphibious. The dragon can breath air and water.
Acidic Adaptation. The dragon can move over difficult terrain caused by acid as though it were normal terrain, and it automatically succeeds on all saving throws and skill checks related to acidic terrain.
Actions
Multiattack. The dragon can use its “Wing Blast”. It then makes two attacks, selecting from those below (each attack must be a different one).
Wing Blast. The dragon beats its wings. Each creature within 5 feet of the dragon must succeed on a DC 13 Dexterity saving throw or be blown back up to 10 feet and use up its Reaction for this turn without doing anything. Even if the creature succeeded, the creature cannot make opportunity attacks against the dragon during this turn.
Normal Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 8 (1d8+4) piercing damage plus 3 (1d6) acid damage. If this attack has advantage, the acid damage increases to 7 (2d6).
Bite and Swing. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 7 (1d6+4) piercing damage. The dragon proceeds to swing its head while biting upon the target, and throws the target into a square within 15 feet. If the target hits an object, the creature takes an additional 3 (1d6) bludgeoning damage, and must succeed on a DC 13 Constitution saving throw or be knocked prone. If the target hits a creature, both creatures make a DC 13 Constitution saving throw, taking 2 (1d4) bludgeoning damage and being knocked prone on a failed save.
Acidic Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 8 (1d8+4) piercing damage. The target must succeed on a DC 13 Constitution saving throw or become affected by the highly corrosive acid of the dragon’s claws (mechanically, this is treated as the Poisoned condition) for one hour. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this condition caused by this dragon for the next 24 hours.
Tail Swipe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target
Hit: 8 (1d8+4) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be knocked away up to 10 feet, and become Stunned till the end of his next turn. If he succeeds, he is knocked away 5 feet.
Acid Bomb. Ranged Weapon Attack: +7 to hit, reach 60 ft., one target
Hit: 13 (3d8) acid damage. If this attack scores a critical hit, the damage changes to 18 (4d8), not 6d8.
Frightful Presence. Each creature of the dragon's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 13 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5-6). Activate one of the following effects:
- The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. The area that the acid breath passes becomes slippery, difficult terrain. Any creature who starts his turn within this area or enters this area for the first time during his turn must succeed on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check or fall prone.
-The dragon grabs at a target within 10 feet (no roll required since this is just a theatre effect), tosses him into the air, and exhales his breath weapon at him alone. The target must make a DC 13 Dexterity saving throw with disadvantage, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
Reactions.
Barrier of Darkness (1/Day). When a creature within 10 feet makes a melee weapon attack at the dragon, the dragon may shoot inky darkness from his mouth at the target (the dragon casts the Darkness spell as a reaction, targeting the weapon the creature used to attack as the source of magical darkness). Ignoring the original text of the Darkness spell, the darkness emanates from the creature’s weapon and moves with it.
Bloodied Breath (1/Day). When the dragon's HP cuts 50, or when the dragon with 50 or less HP takes damage, as a reaction, the dragon activates its breath weapon, swinging its head as it does so. All creatures within a 15-feet half-circle centered upon the dragon must make a DC 13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. The area that the acid breath passes is treated as the same terrain as the one described in “Acid Breath”. Also, after using this reaction, change the recharge ability of “Acid Breath” to “4-6”.
Comments and constructive critisism greatly appreciated~~